PDA

View Full Version : Epic Three Barrel Cove Treasure



DrOctothorpe
05-14-2014, 04:56 PM
Hey Lamannians – you’ve seen a bit of the new Epic Three Barrel Cove loot in Landscape chests. With the new Lamannia prop, you’ll begin finding more in the quest end-chests. To get your feedback more directly, and save you a little trouble, here’s a complete treasure list for the update. NOTE! The release is still in development. Some of these items are expected to change, or possibly even fall off of the final release list!

As mentioned by Steelstar, all these items are ML 24; the content is ML 25.

Barnacled Buckler
Buckler
+7 Enhancement Bonus, Heightened Awareness, Inherent Elemental Resistance, Corrosive Salt Guard, Vulnerability Guard , Purple Augment Slot (Vulnerability Guard - Chance on being damaged to do AOE 3 Stacks of Vulnerability)

Kobold Admiral’s Ship Wheel
Buckler
+7 Enhancement Bonus, Dodge 6%, Axeblock VII, Hammerblock VII, Green Augment Slot (Preslotted: Balance), Colorless Augment Slot (Preslotted: Swim)

Pirate Hat
Helm
+8 CHA, +3 Insightful CHA, True Seeing, Heavy Fort (via blue slot augment), Colorless Augment Slot

Cannoneer’s Goggles
Goggles
Wizardry IX, Impulse 114, 5% SP Discount to Spells, Green Augment Slot - slotted with +8 DEX

Cursed Blade of Jack Jibbers
Clickable Item
Animate Ally on self for two minutes, one charge per rest. (Can be used while dead). Exclusive. Runs a blade through your chest.

Iron Mitts (may rename)
Gloves
Strength +8, Healing Amp 30%, Vitality +40, Resistance +7, Colorless Augment Slot

Broken Music Box
Trinket
Blue Slot, Yellow Slot, Colorless Slot. When all slots are filled, gains Cacophonic Guard

Orcish Privateer’s Boots
Boots
Speed X, Feat: Freedom of Movement, Sovereign Fire Resistance, Fire Absorbtion 30%, Clear Augment Slot (Preslotted - Intimidate +15)

Mizzen-Mast Splinter
Greatclub
+7 Enhancement Bonus, 3[w], Fracturing, Improved Destruction, Felling the Oak, True Chaos, Taint of Chaos, Red Augment Slot

Mutineer’s Blade
Rapier
+7 Enhancement Bonus, Dexterity +8, Ghostbane XIII*, Brilliance, Coruscating, Improved Disruption, Red Augment Slot
*(8d4 damage)
(Durability and hardness to be improved)

Coffin Nail
Dart
3.5[w], +7 Enhancement Bonus, 8% Doubleshot, Keen III, Improved Paralyzing, Improved Slowburst, Improved Vorpal, Red Slot (Note that the weapon will actually be 4[w] due to the extra 0.5 from Imp. Vorpal)

Drowned Priest’s Torch
Scepter
+7 Enhancement Bonus, Combustion 114, Insightful Faith, Yellow Augment Slot (preslotted: Underwater Action), Red Augment Slot (preslotted: Devotion 114) (Insightful Faith: +2 Insight Bonus to turn level, +2 Insight to maximum hit dice, +4 Insight to total hit dice)
stretch goal: insightful faith into red augment, slotted; devotion 114 as a base mutation

Devourer’s Reaping
Sickle
+7 Enhancement Bonus, Greater Vorpal, Doublestrike 14%, Hemorrhaging, Red Slot, Colorless Slot

Saint Mur’ay's Fire
Rune Arm
Electrical Storm, Max Charge Tier V, Imbue: Electric VI, Potency +76, Magnetism +114, Inherent Elemental Resistance, Greater Arcane Lore, Blue Augment Slot

Ruby of the Ocean’s Waves
Ruby Augment
Crushing Wave augment

Sapphire of the Ocean’s Depths
Sapphire Augment
Crushing Wave Guard Augment

Eternal Anthem
Topaz Augment
Anthem Augment

R1ncewind
05-14-2014, 05:30 PM
You need to change the way guards works, to something like "every time you are attack there is a chance that the effect will take place", maybe double that chance if it actually hits you. But the way things are in EE, all guards are useless because a 5% ( at best) chance to trigger a guard when you are dead after 2 or 3 hits is not very useful.

Madja
05-14-2014, 05:38 PM
I wont comment on the items as they're mostly suited for builds that I do not play, hence I can't say whether they're any good (except for the Iron Mitts, I really like those!)

But there is one thing I want to ask about... You say that the Cannoneer's Goggles come pre-slotted with +8 dex and the Privateer Boots come with +15 intimidate. Wouldn't that make them have a minimum level of 28, which, to me, seems a bit odd coming from a level 25 quest. I realize that one could simply to unslot it, but means people will have to spend TP/Plat/AS in order to use it before reaching cap.

Cetus
05-14-2014, 05:40 PM
This list is just....terrible.

I'm running out of energy to elaborate

Urjak
05-14-2014, 05:47 PM
Comments in red:


*snip*

Barnacled Buckler
Buckler
+7 Enhancement Bonus, Heightened Awareness, Inherent Elemental Resistance, Corrosive Salt Guard, Vulnerability Guard , Purple Augment Slot (Vulnerability Guard - Chance on being damaged to do AOE 3 Stacks of Vulnerability)

Meh - spreading vulnerability on being damaged? Don't see many scenarios where this would come in handy ... I mean the days of classic tank'n'spank tactics are long gone and for the rest of the game the main goal is still to NOT get hit ...

Kobold Admiral’s Ship Wheel
Buckler
+7 Enhancement Bonus, Dodge 6%, Axeblock VII, Hammerblock VII, Green Augment Slot (Preslotted: Balance), Colorless Augment Slot (Preslotted: Swim)

Also meh - Dodge 6% is nice'ish, but more sooner than later one will want to get a higher tier dodge item anyways - and DR (with the exception of Spearblock, which is not part of this item) is already pretty useless at this level - when you get hit for 50-150 damage those 14/piercing aren't as awesome as they appear at first (though better than nothing of course).

Pirate Hat
Helm
+8 CHA, +3 Insightful CHA, True Seeing, Heavy Fort (via blue slot augment), Colorless Augment Slot

Actually pretty nice leveling item - though especially at this level it has to compete with eh blue dragon helmet (also ml 24) - so might be worth considering adding a small extra perk - maybe upgrade to +9 CHA? That's still well below what one can get at lvl 28 (+10 cha easy to get, when very lucky even +11) - yet providing a real incentive compared to the blue helmet

Cannoneer’s Goggles
Goggles
Wizardry IX, Impulse 114, 5% SP Discount to Spells, Green Augment Slot - slotted with +8 DEX

I know, I know - it is not supposed to be end-game but when comparing to other items in that level range - I think at least 120 Impulse should be ok. The SP discount is tempting ;)

Cursed Blade of Jack Jibbers
Clickable Item
Animate Ally on self for two minutes, one charge per rest. (Can be used while dead). Exclusive. Runs a blade through your chest.

Ok, THIS one is the first that I think is actually awesome! Please add some cool animation where you run around with that blade sticking out of your chest during the duration of the spell! 8D

Iron Mitts (may rename)
Gloves
Strength +8, Healing Amp 30%, Vitality +40, Resistance +7, Colorless Augment Slot

Any reason why healing amp is always on gloves or bracers? - At least I will probably skip it, as I prefer my Gauntlets of Immortality - and should I ever put devotion in an offhand item, that'll mean that eGloves of the Claw will go there to avoid loosing the +4 artifact bonus to damage ...

Broken Music Box
Trinket
Blue Slot, Yellow Slot, Colorless Slot. When all slots are filled, gains Cacophonic Guard

Sounds fun - but is actually pretty useless compared to other items at this level - Cacophonic Guard really is just some extra that can't be counted as "real" enchantment - thus its just 3 slots, whereby only one takes blue augments ... at least make the colorless slot green.

Orcish Privateer’s Boots
Boots
Speed X, Feat: Freedom of Movement, Sovereign Fire Resistance, Fire Absorbtion 30%, Clear Augment Slot (Preslotted - Intimidate +15)

THIS one is AWESOME :) - finally something to replace Kundarak Boots (and thus I can finally stop farming eVoN for seal and shard^^).

Mizzen-Mast Splinter
Greatclub
+7 Enhancement Bonus, 3[w], Fracturing, Improved Destruction, Felling the Oak, True Chaos, Taint of Chaos, Red Augment Slot

Yeah, finally another item with Felling the Oak! ... Oh ... just a greatclub ... *moves on*

Mutineer’s Blade
Rapier
+7 Enhancement Bonus, Dexterity +8, Ghostbane XIII*, Brilliance, Coruscating, Improved Disruption, Red Augment Slot
*(8d4 damage)
(Durability and hardness to be improved)

Interesting - At least vs. undead it looks not bad at first glance - though putting dex + 8 on a situational weapon is kinda useless, as people who rely on dex, will need to wear some other dex item anyways for when they wield their non-undead-beater weapons => replace dex+8 with something else ... maybe Greater Sunburst or something like that?

Coffin Nail
Dart
3.5[w], +7 Enhancement Bonus, 8% Doubleshot, Keen III, Improved Paralyzing, Improved Slowburst, Improved Vorpal, Red Slot (Note that the weapon will actually be 4[w] due to the extra 0.5 from Imp. Vorpal)

If anybody would use darts it might be interesting - but so far Swashbuckler doesn't even offer enough throwing bonuses to make it worth building a shuriken bard with only Shuriken Expertise (instead of Shuriken Expertise + Ninja Spy + 10k Stars) - so with even further -50% stacking doubleshot I highly doubt anyone will go for darts ...

Drowned Priest’s Torch
Scepter
+7 Enhancement Bonus, Combustion 114, Insightful Faith, Yellow Augment Slot (preslotted: Underwater Action), Red Augment Slot (preslotted: Devotion 114) (Insightful Faith: +2 Insight Bonus to turn level, +2 Insight to maximum hit dice, +4 Insight to total hit dice)
stretch goal: insightful faith into red augment, slotted; devotion 114 as a base mutation

Does anyone still play clerics specialized on turning?

Devourer’s Reaping
Sickle
+7 Enhancement Bonus, Greater Vorpal, Doublestrike 14%, Hemorrhaging, Red Slot, Colorless Slot

14% doublestrike DOES sound kinda interesting - still trying to figure out how to best make use of such an item.^^

Saint Mur’ay's Fire
Rune Arm
Electrical Storm, Max Charge Tier V, Imbue: Electric VI, Potency +76, Magnetism +114, Inherent Elemental Resistance, Greater Arcane Lore, Blue Augment Slot

Meh Crystal Cove rune arm is still better 'nough said.

Ruby of the Ocean’s Waves
Ruby Augment
Crushing Wave augment

*___* ... gimme, gimme, gimme^^

Sapphire of the Ocean’s Depths
Sapphire Augment
Crushing Wave Guard Augment

Once again - noone want to get hit ...

Eternal Anthem
Topaz Augment
Anthem Augment

Pretty awesome for bards!

downwithpeace
05-14-2014, 05:47 PM
Cannoneer’s Goggles
Goggles
Wizardry IX, Impulse 114, 5% SP Discount to Spells, Green Augment Slot - slotted with +8 DEX

I don't play on Lama but this has me confused, if min level 24 how does it have a +8 Dex augment when +7 is 24?

Liking the Gloves and Boots.

PsychoBlonde
05-14-2014, 05:50 PM
It all looks kind of standard, although I find the trinket to be kind of neat in the sense that it gains special abilities when you've got it fully augmented. That's a cool idea in my book although it may not (and need not) always have the coolest implementation. It opens the door for items later on to have interesting modifiable bennies on them. I think it'd be cooler if it had a DIFFERENT effect when one or more of the slots is empty, though.

I am a little disappointed just because some of the heroic level gear in TBC has much more *interesting* combinations of effects on it. The Jack Jibbers thing looks to be pretty weird, how is that going to work, exactly?

Wizza
05-14-2014, 06:02 PM
Barnacled Buckler
Buckler
+7 Enhancement Bonus, Heightened Awareness, Inherent Elemental Resistance, Corrosive Salt Guard, Vulnerability Guard , Purple Augment Slot (Vulnerability Guard - Chance on being damaged to do AOE 3 Stacks of Vulnerability)

Terrible. This buckler has 2 guards and both of them are horrible. You need to give this buckler 10-20 more guards to make it any good. Oh and Heightened Awareness..lol



Kobold Admiral’s Ship Wheel
Buckler
+7 Enhancement Bonus, Dodge 6%, Axeblock VII, Hammerblock VII, Green Augment Slot (Preslotted: Balance), Colorless Augment Slot (Preslotted: Swim)

Axe and Hammerblock VII..and that's it? Dodge 6% is nice-ish but you want the higher dodge possible. Also: SWIM preslotted? It's a joke right?



Pirate Hat
Helm
+8 CHA, +3 Insightful CHA, True Seeing, Heavy Fort (via blue slot augment), Colorless Augment Slot

A lesser version of the Blue dragon helm. Seeing as you can have the Blue one one level later, pointless item.



Cannoneer’s Goggles
Goggles
Wizardry IX, Impulse 114, 5% SP Discount to Spells, Green Augment Slot - slotted with +8 DEX

That SP discount is just too low to be even looked at. It's like 3-4 SP on every spell. Should be at least a 10% discount to be even looked at. Then, what's a DEXTERITY augment doing on an Arcane/Divine item? Another joke maybe, I get it now.



Cursed Blade of Jack Jibbers
Clickable Item
Animate Ally on self for two minutes, one charge per rest. (Can be used while dead). Exclusive. Runs a blade through your chest.

Don't make me comment on this. It would just be bad words. Exclusive....like I would ever want more of this..



Iron Mitts (may rename)
Gloves
Strength +8, Healing Amp 30%, Vitality +40, Resistance +7, Colorless Augment Slot

Already commented. Heal amp is not bad but it comes on PDK gloves as well. The other stuff is pointless at higher level and PDK gloves are avaible sooner.



Broken Music Box
Trinket
Blue Slot, Yellow Slot, Colorless Slot. When all slots are filled, gains Cacophonic Guard

Can't wait to give up my litany for my Cacophonic Guard. Oh wait, I'm the one joking now.



Orcish Privateer’s Boots
Boots
Speed X, Feat: Freedom of Movement, Sovereign Fire Resistance, Fire Absorbtion 30%, Clear Augment Slot (Preslotted - Intimidate +15)

The one good item.




Drowned Priest’s Torch
Scepter
+7 Enhancement Bonus, Combustion 114, Insightful Faith, Yellow Augment Slot (preslotted: Underwater Action), Red Augment Slot (preslotted: Devotion 114) (Insightful Faith: +2 Insight Bonus to turn level, +2 Insight to maximum hit dice, +4 Insight to total hit dice)
stretch goal: insightful faith into red augment, slotted; devotion 114 as a base mutation

Pre-slotted UA? So many jokes here..Turn undead..




Ruby of the Ocean’s Waves
Ruby Augment
Crushing Wave augment

Useless.



Sapphire of the Ocean’s Depths
Sapphire Augment
Crushing Wave Guard Augment


Useless.



Eternal Anthem
Topaz Augment
Anthem Augment

Not bad for bards I guess.

Saekee
05-14-2014, 06:03 PM
thx for posting all in one thread! There are some clever/imaginative additions there, one for thrower build halflings etc. I look forward to trying to get several things here.

1) Could you please make the sickle a kama? Kamas are sickles anyway. . .It will appeal to pure monks and monk splashes instead of the Uber Sickle Build THE FARMER that has been all over the forums this past year.

2) Are you still considering epic versions of some of the current named wilderness loot, like the Tiefling blade? That would connect the heroic and the epic more than a completely different list.

3) how about a Coffin Hammer for the nail? Would be funny

4) I feel like Pirates are roguish and should be using daggers, kukris (as per the new enhancement) as well as Scimitars, Rapiers, and Shortswords. Only a weird rapier is in the loot list. The Crystal Cove has a shortsword and rapier (assuming an eventual upper level epic version) so that leaves daggers and kukris. Also, what about deception items? Treasure buff items?

5) Perhaps an augment that buffs Kobolds for challenges, seeing how the pirate hats are doing this now? Not sure how relevant, but that would be much appreciated to slot in somewhere with one's challenge gear layout. Ok, weird request.

6) will there be any set items like in the heroic group (Corsair set)?

rosedarkthorn
05-14-2014, 06:09 PM
These all look amazing. I already want several of these items for a couple different characters. They'll be especially useful when I turn one of my characters into a swashbuckling bard. I can't wait for U22 to go live!

Cetus
05-14-2014, 06:10 PM
According to farwil - these items are *removed*

JOTMON
05-14-2014, 06:16 PM
Nice to see a preview list of items.. thanks for that...

It is unfortunate that most of these items are underwhelming.. tweaks could clean up some of these as mentioned above.

Suggestion:
change some of the hard coded effect items that are augment equivalents to pre-slotted augments..
this will give a better range of viability to more players and allow the items to be overall more useful to all players.

Will also help augment sale & usage in general.

Claver
05-14-2014, 06:23 PM
Cursed Blade of Jack Jibbers
Clickable Item
Animate Ally on self for two minutes, one charge per rest. (Can be used while dead). Exclusive. Runs a blade through your chest.

Very cool concept. I assume this works like a limited duration res-cake i.e you can bring yourself or someone else back from the dead for two minutes after which you/they expire. Hardly game breaking but the cool factor would make me want to have this.


COLOR=#ffd700]Broken Music Box [/COLOR]
Trinket
Blue Slot, Yellow Slot, Colorless Slot. When all slots are filled, gains Cacophonic Guard

Interesting mechanic: an effect contingent upon having all augment slots filled. This is worth exploring. In terms of the item itself, maybe add a boost to sonic power as well to make it more useful to swashbucklers. And to differentiate it from blasting chime, replace the guard effect with an Epic upgrade to the Peals of Thunder effect from Fang of Syberis. I like that this is a trinket. More trinket choices please


COLOR=#ffd700]Mizzen-Mast Splinter[/COLOR]
Greatclub
+7 Enhancement Bonus, 3[w], Fracturing, Improved Destruction, Felling the Oak, True Chaos, Taint of Chaos, Red Augment Slot

So glad to see diversity in weapons supported. As a rule, a Great Club has to be BETTER than a maul or greataxe or great sword to tempt people away from using those tired and true weapons with better crit profiles and damage dice. The Mast Splitter is ok but not much competition versus other level 24 loot. I think it would be safe to make it a little bit better since it's JUST a great club…maybe add +10 STACKING bonus to stunning as well. And be sure to give the greatclub adequate hardness to justify its epicness. Wooden greatclubs are far to prone to breakage.


COLOR=#ffd700]Coffin Nail[/COLOR]
Dart
3.5[w], +7 Enhancement Bonus, 8% Doubleshot, Keen III, Improved Paralyzing, Improved Slowburst, Improved Vorpal, Red Slot (Note that the weapon will actually be 4[w] due to the extra 0.5 from Imp. Vorpal)

Throwing daggers fit the pirate theme better in my mind than darts. I recommend making this a throwing dagger. Also, it needs returning.

Dilbon
05-14-2014, 06:25 PM
1) Could you please make the sickle a kama? Kamas are sickles anyway. . .It will appeal to pure monks and monk splashes instead of the Uber Sickle Build THE FARMER that has been all over the forums this past year.

Swashbucklers don't have many slashing weapons available. This one fills that gap.

Portalcat
05-14-2014, 06:31 PM
General reaction is that there are a lot of items that could make sense to seek out and slot, though nothing crazy exciting worth 4-figures on the ASAH. I'll keep my comments to the items I feel qualified to say something about:






Pirate Hat
Helm
+8 CHA, +3 Insightful CHA, True Seeing, Heavy Fort (via blue slot augment), Colorless Augment Slot

A really nice alternative to blue dragon helm - it's a flat-out better slotting than the helm if you're not running the blue dragon set and aren't hurting for yellow slots. Simply by not being rare and expensive Tor loot, it will be widely used.


Cannoneer’s Goggles
Goggles
Wizardry IX, Impulse 114, 5% SP Discount to Spells, Green Augment Slot - slotted with +8 DEX

They're useful for the sp reduction, but the DC-caster builds that would most benefit likely have a hard time fitting it.


Cursed Blade of Jack Jibbers
Clickable Item
Animate Ally on self for two minutes, one charge per rest. (Can be used while dead). Exclusive. Runs a blade through your chest.

This seems like an item worth having but a highly situational one. In a competent EE group, it loses a lot of value since most everyone will be able to raise dead or better. It's helpful as all heck as a way to rescue certain raids gone awry.



Iron Mitts (may rename)
Gloves
Strength +8, Healing Amp 30%, Vitality +40, Resistance +7, Colorless Augment Slot

These are awesome; the people saying otherwise are hurting their credibility by making such a ridiculous call. They're a huge direct upgrade to the PDK gloves which are already a fairly frequent slotting on endgame fleshy characters.


Broken Music Box
Trinket
Blue Slot, Yellow Slot, Colorless Slot. When all slots are filled, gains Cacophonic Guard

I suppose if you have nothing better to slot, or lack some of the good rarer trinkets, you might use this.


Orcish Privateer’s Boots
Boots
Speed X, Feat: Freedom of Movement, Sovereign Fire Resistance, Fire Absorbtion 30%, Clear Augment Slot (Preslotted - Intimidate +15)

These are very good at current endgame. Permanent FoM is valuable in of itself.


Sapphire of the Ocean’s Depths
Sapphire Augment
Crushing Wave Guard Augment

I can't see why you wouldn't slot this if you have the augment slots to do it.

HatsuharuZ
05-14-2014, 07:05 PM
@Urjak: About the Drowned Priest's Torch item.... no cleric needs to specialize in Turn Undead. All you need is high charisma (which also empowers divine might) a single first level spell and a turn undead item that can be swapped in and out. No one needs to "specialize" in anything to turn undead.

Also, I would suggest adding another finessable weapon to this list, one that isn't focused on undead.

UurlockYgmeov
05-14-2014, 07:16 PM
Hey Lamannians – you’ve seen a bit of the new Epic Three Barrel Cove loot in Landscape chests. With the new Lamannia prop, you’ll begin finding more in the quest end-chests. To get your feedback more directly, and save you a little trouble, here’s a complete treasure list for the update. NOTE! The release is still in development. Some of these items are expected to change, or possibly even fall off of the final release list!

As mentioned by Steelstar, all these items are ML 24; the content is ML 25.

+1 for getting this out ahead of the lootruners. :D Good Communication!

+1 for overall thematic feel and flavor text so far!

+1 Overall general goodness.

+10 for the new exclusive clickie - I want the sword run through animation as well!

+1 Love the new augments! Love the comment about stretch goal of making that one enchantment into augment and replacing with red slot.

Keep up the good work!

bbqzor
05-14-2014, 07:26 PM
To get your feedback more directly, and save you a little trouble, here’s a complete treasure list for the update.
Finally. After years you have finally realized what we all realized, well, years ago. Thanks.


NOTE! The release is still in development. Some of these items are expected to change
Most, I would hope... some of them need a lot of help. Couple keepers though.


Barnacled Buckler
Buckler +7 Enhancement Bonus, Heightened Awareness, Inherent Elemental Resistance, Corrosive Salt Guard, Vulnerability Guard , Purple Augment Slot (Vulnerability Guard - Chance on being damaged to do AOE 3 Stacks of Vulnerability)
Rather useless. If its intended to go on swash, theyre going to have 20-30% dodge and on top of that actively wanting to not be hit. Sure the occasional proc will happen but they wont do anything meaningful. Vulnerability guard is a neat mutation (for somewhere else, like a tank shield or something) to see as far as something new, but this item is just plain bad design. Only pro is the purple (red) slot for spellpower, without taking away from a swash only dps slot (red slot on swf item, where a dps aug can go).


Kobold Admiral’s Ship Wheel
Buckler +7 Enhancement Bonus, Dodge 6%, Axeblock VII, Hammerblock VII, Green Augment Slot (Preslotted: Balance), Colorless Augment Slot (Preslotted: Swim)
Pretty sub par, simply because theres other items already around which do this better. Consider reworking this somewhat... swim and balance might be thematic but theyre basically useless, dodge can cap out, and those dr choices (while not terrible) are overshadowed by better choices. How about some prr?


Pirate Hat
Helm +8 CHA, +3 Insightful CHA, True Seeing, Heavy Fort (via blue slot augment), Colorless Augment Slot
Not bad, but not good. Its like dragon helm light, without the overly stupid amount of farming to get. Itd be nice to see some reason its pirate-y though, along with some mods we havent seen before or in combination on a helm. Its yet another helm with 100 fort and cha... add to the pile.


Cannoneer’s Goggles
Goggles Wizardry IX, Impulse 114, 5% SP Discount to Spells, Green Augment Slot - slotted with +8 DEX
This is a good item, simply because it increases the options available to people. Its nothing we havent seen before, but getting impulse in a non-red non-held slot is nice for the billion or so cases where thats a pain or a detriment, and the 5% discount is nice since its something people can reasonably have to swap in when needed without devaluing the 10s which are out there. Not bad.


Cursed Blade of Jack Jibbers
Clickable Item Animate Ally on self for two minutes, one charge per rest. (Can be used while dead). Exclusive. Runs a blade through your chest.
Awesome. Unique, fun, not op, guaranteed to add hilarity to the game while being useful, but also adds the risk of complication (can easily see someone using this too fast, blowing a real raise, and having some potential problems in a tight situation). Great add.


Iron Mitts (may rename)
Gloves Strength +8, Healing Amp 30%, Vitality +40, Resistance +7, Colorless Augment Slot
Keeper. There needed to be a better version of PDK gloves with the removal of other healing amp options, and this fits the bill. While it might not be "end game" exciting, its something almost everyone could carry around as a swap item, and thats plenty useful enough to make the grade.


Broken Music Box
Trinket Blue Slot, Yellow Slot, Colorless Slot. When all slots are filled, gains Cacophonic Guard
From the name and the swash enhancement, I expected to be reading rune arm stats, but no. And also, no to this item. I can appreciate the idea of a customizable multi-slot trinket, but without the ability to add spellpower, who cares. If this was Purple, Orange, Green ... ok then yea thatd be cool. As it is, sigh. Needs work.


Orcish Privateer’s Boots
Boots Speed X, Feat: Freedom of Movement, Sovereign Fire Resistance, Fire Absorbtion 30%, Clear Augment Slot (Preslotted - Intimidate +15)
Good item. This adds almost nothing new, but condenses many of the popular utility items into something that might be worn full time. Whether people use it as a swap, or as main gear, its something the game probably needs to give people who didnt start in 2007 a more practical way to participate without saying "oh well see you go grind out this old content 40+ times each...". Nice addition.


Mizzen-Mast Splinter
Greatclub +7 Enhancement Bonus, 3[w], Fracturing, Improved Destruction, Felling the Oak, True Chaos, Taint of Chaos, Red Augment Slot
As far as is apparent here, this item is useless, except to add a greatclub in? I wasnt aware of any burning need for a greatclub. And if one was going to be added, I imagine something better than this would be desired. Looks as if plain random loot would out dps this thing? Needs adjustment.


Mutineer’s Blade
Rapier +7 Enhancement Bonus, Dexterity +8, Ghostbane XIII*, Brilliance, Coruscating, Improved Disruption, Red Augment Slot
*(8d4 damage) (Durability and hardness to be improved)
Great item, actually useful effects, thematic choices, and something which is worth of being named loot instead of conveniently consistent random loot. Fun item for people to get, which can actually contribute too.


Coffin Nail
Dart 3.5[w], +7 Enhancement Bonus, 8% Doubleshot, Keen III, Improved Paralyzing, Improved Slowburst, Improved Vorpal, Red Slot (Note that the weapon will actually be 4[w] due to the extra 0.5 from Imp. Vorpal)
Nice to see another named thrower to follow up the Mallet, one which caters to the other group of proficiencies. Also has some nice effects and is again appealing, just like the Mallet. Great choices.


Drowned Priest’s Torch
Scepter +7 Enhancement Bonus, Combustion 114, Insightful Faith, Yellow Augment Slot (preslotted: Underwater Action), Red Augment Slot (preslotted: Devotion 114) (Insightful Faith: +2 Insight Bonus to turn level, +2 Insight to maximum hit dice, +4 Insight to total hit dice)
stretch goal: insightful faith into red augment, slotted; devotion 114 as a base mutation
Instead of a scepter how about a mace. A light mace maybe? Basically, morninglords need maces, swashs need light maces, anyone into turning or using a torch to beat people wouldnt really benefit from a scepter in any fashion. Mediocre item otherwise, Insightful Faith aside. Thats really the reason to use it, and if its made into an aug, it will probably get pulled from the weapon and slotted elsewhere. Not that its a bad thing, that kind of effect is needed with how turning scales at 28+.... so its good to know an aug is potentially in the works. But theres not a lot of reason to use this otherwise, so maybe it needs a bit more of a push. How about Blazing or something... I mean its a torch? Or Oceanic, if its been put out in water due to being Drowned? Either way, if its drowned it shouldnt have fire mods, if it has fire mods it should be flaming and have blazing or something... as is, its just got the unique mod going for it.


Devourer’s Reaping
Sickle +7 Enhancement Bonus, Greater Vorpal, Doublestrike 14%, Hemorrhaging, Red Slot, Colorless Slot
Hm. Id have to think about this one. Color it a "maybe" for now... with a name like that and lacking other mods, I kind of feel something like Soul Eating should be there too. Its certainly not bad, but its got a lot to compete with for the tiny portion of builds that can actually use a sickle vs something else, and its coming up a bit short on the "per hit" basis. (as in, okay vorpals nice, but its only 4-6% ds over other item choices, and bleed damage doesnt work on many mob types, so just using something that does like 10d6/hit kinda comes out ahead...).


Saint Mur’ay's Fire
Rune Arm Electrical Storm, Max Charge Tier V, Imbue: Electric VI, Potency +76, Magnetism +114, Inherent Elemental Resistance, Greater Arcane Lore, Blue Augment Slot
So... its like one third toven plus one third arcing sky plus one third blue dragonscale? Whats the point here... 114 magnetism I guess? If it had a red slot to get a 2nd spellpower type, okay maybe, but as is I just dont see the point. Artys need actual real spellpower/crits, this does not deliver. Nor does it add any new utility to the rune arm selection. Maybe change the arcane lore to a larger electric lore value, and change the blue slot to red, or something. Needs help.


Ruby of the Ocean’s Waves
Ruby Augment Crushing Wave augment
If mutiple people have this, and the dot can only be on the mob one time, and everyone just overwrites each other, this is pointless. Consider this a request to make that NOT happen. In which case, cool aug.


Sapphire of the Ocean’s Depths
Sapphire Augment Crushing Wave Guard Augment
Arretrikos called, he wants his itemization back.


Eternal Anthem
Topaz Augment Anthem Augment
Boom. Finally. Its a virtually critical effect for bards, and it was also a shell game trying to keep it viable between other setups. This adds literally nothing but quality of life increases for all bards. Three cheers.

In summation, zero for two on bucklers is very bad with swash critically needing a full time option there. Those should take priority. Overall some nice things; the goggles, cursed blade, mitts, boots, mutiny blade, dart, and the topaz all being pretty nice. Thats not so bad. But the others struggle for identity: the hat is cut/paste, the trinket is difficult to make valuable with so many other great trinkets in game, the greatclub is outclassed by lootgen, the torch has a crisis of design (its a vehicle for a useful aug at the moment, needs work or just cut it and add the aug), the sickle is appealing but I think too far behind the existing alternatives, the rune arm is cut/paste, and the two crushing waves augs both have their own issues (dot stacking for offense, guards not being useful for 3+ years for the defense one).

The good news is, of the negatives, its very clear WHY its a negative, so adjustments should come readily to the dev team. Not a lot of room to guess really, its obvious whats needed, so have at it! I do really like the idea of swinging a giant mast, or a flaming torch, so even the bad items are good ideas that just need to actually be good items. Bucklers though... if you only get time for one thing, fix those. Possibly by deleting everything there and writing new ones. Parrying is a good idea, Riposte is a great idea, some spellpower choices wouldnt go amiss, perhaps a mirrored buckler with some spell resist or absorb... you got a lot of options. But guards and dodge on a class which is already pushed towards a high dodge cap with no desire to get hit in the first place... swing and a miss (oh so punny).

Hopefully helpful feedback. GL. Cheers.

Scrabbler
05-14-2014, 07:42 PM
Mutineer’s Blade
Rapier
+7 Enhancement Bonus, Dexterity +8, Ghostbane XIII*, Brilliance, Coruscating, Improved Disruption, Red Augment Slot
*(8d4 damage)
(Durability and hardness to be improved)
I don't see anything about critical profile on there, but it's been said that this weapon has 17-20/x2 or something else special.

Maybe if some of the other weapons have super-crits they'll be more appealing. For example, Sickle and Greatclub are hated item types, but crit power might make them good...

EllisDee37
05-14-2014, 08:00 PM
I rather like the Iron Mitts, and see myself farming up several of them for my various alts.

hit_fido
05-14-2014, 09:04 PM
Probably too late to add an item that needs new artwork, but wow, this would have been perfect timing for a new trinket slotted "Parrot" that occasionally flies around your head like an ioun stone... that is how I would have preferred to see the broken music box idea since a loud squawking parrot with cacophonic guard feels right.

As for the rune arm, probably too late again but let THAT be the broken music box (or if you keep the music box as is, call it an accordion or such). This would have been a great time to introduce a SONIC based rune arm, especially since you're rolling out a Bard pre that coincidentally has a rune arm enhancement option:

Rune Arm
Cacophonic Chord (fires sonic pulses in a cone, each pulse striking targets in the affected area), Max Charge Tier V, Imbue: Sonic V, Resonance +114, Greater Arcane Lore, Yellow Augment Slot, White Augment Slot (preslotted: perform +13)

Give up the blue slot for a white and yellow (an obvious slot for the new anthem augment if the player wants to go that way). A new electric rune arm is pretty boring. A new sonic rune arm would be fresh.

That said I like the music box concept of an effect manifesting based on slotted augments. I hope you'll extend this somehow for other multislot items: modest hidden effects that manifest when certain combinations are slotted would be pretty cool too.

patang01
05-14-2014, 09:08 PM
Barnacled Buckler
Buckler
+7 Enhancement Bonus, Heightened Awareness, Inherent Elemental Resistance, Corrosive Salt Guard, Vulnerability Guard , Purple Augment Slot (Vulnerability Guard - Chance on being damaged to do AOE 3 Stacks of Vulnerability)
Not bad for a bucker.


Kobold Admiral’s Ship Wheel
Buckler
+7 Enhancement Bonus, Dodge 6%, Axeblock VII, Hammerblock VII, Green Augment Slot (Preslotted: Balance), Colorless Augment Slot (Preslotted: Swim)
Hope it looks like a ship wheel, that'd be cool. I'm not entirely sure about the dodge tho. You can get stuff with dodge 8 and you'll find dodge 6 on much lower items. IMHO augments are nice and preslotted stuff is okay but this needs one strong feature and a few medium. I just don't think anyone will be too excited about this one.


Pirate Hat
Helm
+8 CHA, +3 Insightful CHA, True Seeing, Heavy Fort (via blue slot augment), Colorless Augment Slot
Very yummy - I can see anyone into charisma falling in low with this one. Consolidates 3 items into one, adds true seeing and leaves even a slot open. Great item.


Cannoneer’s Goggles
Goggles
Wizardry IX, Impulse 114, 5% SP Discount to Spells, Green Augment Slot - slotted with +8 DEX
Interesting item; not too strong, adds the important impulse and even a small discount. It'll be a struggle to slot at this level since there are so many other things, but very interesting.


Cursed Blade of Jack Jibbers
Clickable Item
Animate Ally on self for two minutes, one charge per rest. (Can be used while dead). Exclusive. Runs a blade through your chest.
I don't even know what this is suppose to do - cosmetic?


Iron Mitts (may rename)
Gloves
Strength +8, Healing Amp 30%, Vitality +40, Resistance +7, Colorless Augment Slot
Strong item. Wish it was a insightful +3 strength instead since there are so many sources of strength, both random from EGH and such. This would make it unique as a slot item.


Broken Music Box
Trinket
Blue Slot, Yellow Slot, Colorless Slot. When all slots are filled, gains Cacophonic Guard
Interesting item. Gives you flexibility - but I wonder if the blue slot should be purple instead? There are a lot of stuff with these colored augments but purple would make this unique.


Orcish Privateer’s Boots
Boots
Speed X, Feat: Freedom of Movement, Sovereign Fire Resistance, Fire Absorbtion 30%, Clear Augment Slot (Preslotted - Intimidate +15)
Nice stuff, preslot with intim is a nice touch. Wish it was a yellow augment but it has lots of strong features.


Mizzen-Mast Splinter
Greatclub
+7 Enhancement Bonus, 3[w], Fracturing, Improved Destruction, Felling the Oak, True Chaos, Taint of Chaos, Red Augment Slot
Interesting greatclub. I just don't know what niche this one falls into. I don't think I'll never use it since all my 'not so nice' toons are of the sneaky kinds.


Mutineer’s Blade
Rapier
+7 Enhancement Bonus, Dexterity +8, Ghostbane XIII*, Brilliance, Coruscating, Improved Disruption, Red Augment Slot
*(8d4 damage)
(Durability and hardness to be improved)
Nice rapier - definitely a switch in for undead stuff.


Coffin Nail
Dart
3.5[w], +7 Enhancement Bonus, 8% Doubleshot, Keen III, Improved Paralyzing, Improved Slowburst, Improved Vorpal, Red Slot (Note that the weapon will actually be 4[w] due to the extra 0.5 from Imp. Vorpal
This one is nice. Talk about nail.


Drowned Priest’s Torch
Scepter
+7 Enhancement Bonus, Combustion 114, Insightful Faith, Yellow Augment Slot (preslotted: Underwater Action), Red Augment Slot (preslotted: Devotion 114) (Insightful Faith: +2 Insight Bonus to turn level, +2 Insight to maximum hit dice, +4 Insight to total hit dice)
stretch goal: insightful faith into red augment, slotted; devotion 114 as a base mutation
Insightful faith seems nice, but it'll have to compete with a lot of similar items at this level and 114 in combustion and devotion seems weak. I know, it's level 24, it's a crowded field. Making that insightful faith an augment and you'll have an item to farm and strip.


Devourer’s Reaping
Sickle
+7 Enhancement Bonus, Greater Vorpal, Doublestrike 14%, Hemorrhaging, Red Slot, Colorless Slot
Seems strong enough. Can't think of a lot of sickles at this level.


Saint Mur’ay's Fire
Rune Arm
Electrical Storm, Max Charge Tier V, Imbue: Electric VI, Potency +76, Magnetism +114, Inherent Elemental Resistance, Greater Arcane Lore, Blue Augment Slot
Let me say this - this is worthless. I know you guys mean well - but these cone AOE rune arms are simply useless. And that's because Arti's have a terrible time breaking saves at anything but EN. And with limited range you have come up with a rune arm with some nice stuff but ultimately worthless compared to force and acid. Trust me on this.
My humble suggestion, make it similar to Toven's hammer so it has some range. Cone is terrible - especially since you have to charge it up completely to get max range (which is bad enough). I just don't think any self-respecting Arti will use this. It's similar to the TOR one and you can find that for a handful of shards (if even that much) on the AH.

Please stop making AOE based Rune arms with limited range. Not unless you also gives it something unique or fix the save issue. I suggested that the TOR one should have a good stun chance too - otherwise no one will use it. And guess what - no one uses it. It's been years now - and the force based rune arms remain gold standard along with the acid as close second. Very few use anything else. My suggestion? Consider stun, beef up damage one notch (charge 6) for uniqueness and a purple slot instead of blue. Or else you might as well skip it.


Ruby of the Ocean’s Waves
Ruby Augment
Crushing Wave augment

Sapphire of the Ocean’s Depths
Sapphire Augment
Crushing Wave Guard Augment

Eternal Anthem
Topaz Augment
Anthem Augment

Thanks for adding more interesting augments. I like that you guys are now turning GS proc effects into augments. Please continue that trend. It'll sharpen the setups even more and make those red slots premium real-estate considerations. Especially items with lots of augment slots.

LeoLionxxx
05-14-2014, 09:11 PM
Cursed Blade of Jack Jibbers
Clickable Item
Animate Ally on self for two minutes, one charge per rest. (Can be used while dead). Exclusive. Runs a blade through your chest.


Love this thing! I can see this having great uses for saving a wipe and such. I'm just a little sad that, unlike flasks and the Harper pin, we have to wait for the epic levels to employ it; oh well, fair is fair. +666 internet points if you come back with a sword visually through you :D

We can assume it functions just like the Enhancement, right (but with definite time limit)?

(http://ddowiki.com/page/Animate_Ally)

LeoLionxxx
05-14-2014, 09:14 PM
Probably too late to add an item that needs new artwork, but wow, this would have been perfect timing for a new trinket slotted "Parrot" that occasionally flies around your head like an ioun stone... that is how I would have preferred to see the broken music box idea since a loud squawking parrot with cacophonic guard feels right.



I think you just offered up an idea for the newest cosmetic pet.

Dilbon
05-14-2014, 09:22 PM
So glad to see diversity in weapons supported. As a rule, a Great Club has to be BETTER than a maul or greataxe or great sword to tempt people away from using those tired and true weapons with better crit profiles and damage dice. The Mast Splitter is ok but not much competition versus other level 24 loot.

Skeleton beater. Not everyone has a triple pos maul.

All in all I like pretty much every item here, very flavourey and piratey.

Dilbon
05-14-2014, 09:28 PM
Interesting item. Gives you flexibility - but I wonder if the blue slot should be purple instead? There are a lot of stuff with these colored augments but purple would make this unique.


I don't think there are any non-weapons or shields that have a red/purple/orange slot. It wouldn't be appropriate to have a non-weapon item where one can put a damage augment that does nothing.

oradafu
05-14-2014, 09:37 PM
This may sound a bit repetitive, but another update with no docent?!

Heroic 3BC and Cove don't have any Docents and this was a great update to add pirate theme Docent. Examples:
- The Jewelry Roger could have been a skull covered docent.
- The Clammy Pearl could have had a Sticky guard.
- Keelhaul Carcass could have had Incineration and Corrosive Salt guards on it.
- pick any jewel or gem and use that as a name for Docent

And I'm wondering why the +8 Dex augment is added to an Epicified pack. It's kind of a waste to place it here when +8 stat Augments should have been dropping in the Shadowfail "expansion" when it was released since that loot there has been underwhelming since their inceptions. Heck, I've been calling for +8 Augments to drop in Shadowfail since we learned those junk armors wouldn't be upgradable or even made useful.

Yokido
05-14-2014, 09:55 PM
I don't know if the Anthem Topaz gem is a "sorry" to Virtuoso multi-classed bards for taking away our naturally regaining songs, but if it is... Thank-you, so very much.

Also about this update, thank-you for adding new loot and interesting clickies/effects WITHOUT breaking balance, please continue to do so for at-least 2 more updates after this one.

FlaviusMaximus
05-14-2014, 09:56 PM
I really like that new, interesting augments are being added. This trend could add a lot of additional customization to the gear. If Anthem still only regenerates one Bard song every five minutes, however, I don't think it would be useful enough to slot in an item. Potentially adding two to three Bard songs between shrines has never seemed beneficial enough for me to seek the effect out. I know not all Bards end up with 40+ songs, but between Bard levels, extra songs in each enhancement tree, and tons of songs gained from the Bard destiny, it's easy to look at the gains from Anthem as a drop in the bucket. I'm of the opinion that reducing the amount of time that needs to pass to gain a song would really help make the ability more enticing.

Mryal
05-14-2014, 09:57 PM
Feedback:

Boots and gloves : fine as is.
Rapier : odd that its a rapier undead beater.kinda meh.Doesnt makes me want to buy this pack.
Bucklers: horribly useless.6% dodge? guards? How about a buckler that combines Doublestrike and Riposte? Or something like extra 3% dodge AND dodge cap?
I would definetly farm for that and buy that pack for my swashbuckler.
Augments : all are good.
Goggles : very interesting.

Other items i dont really have an opinion.Overall needs some work.Mostly dissapointed that theres still no better bucklers than the cove one :/

Fefnir_2011
05-14-2014, 10:40 PM
Drowned Priest’s Torch
Scepter
+7 Enhancement Bonus, Combustion 114, Insightful Faith, Yellow Augment Slot (preslotted: Underwater Action), Red Augment Slot (preslotted: Devotion 114) (Insightful Faith: +2 Insight Bonus to turn level, +2 Insight to maximum hit dice, +4 Insight to total hit dice)
stretch goal: insightful faith into red augment, slotted; devotion 114 as a base mutation


Please at least read and consider the following:

I have played very infrequently off and on since update 17 (not from a lack of love for the game, but because real life is more important). Despite this, I can look at this weapon and tell you that it is ****. Why are there so few interesting choices for divines?

I implore you, please consider adding a unique permutation tailored to divine spellcasters that isn't an augment. I look at this item and think the same thing I thought when I looked at Forgotten Light. "This is a really interesting and flavorful weapon that someone became very bored while designing, took a coffee break, and never finished." There is no craftmanship and care put into this. You can tell me otherwise, but if no one sees it, it was wasted or misplaced in the first place.

To be more specific, you could add something that goes with what's on the item already. +1d6 fire/cold damage per caster level (altered by spellpower) to certain damaging spells. +2 profane Necromancy DCs. +2 Profane Wisdom. Something that fits with the flavor of the item and gives someone a reason to use it. I have divines that use Turning and Combustion spells. And looking at this, even if I was born naked into level 24, I'd rather have a lootgen Combustion of Evocation/Necromancy Focus caster stick.

P.S. If you don't manage to work in a GoT Drowned God reference or a "What is did may never die!" into the flavor text, I will be very sad.

jakeelala
05-14-2014, 10:41 PM
Thematically and creatively, these are great. Realistically, most of them really not viable for most builds even considering their ML is 24.




Barnacled Buckler
Buckler
+7 Enhancement Bonus, Heightened Awareness, Inherent Elemental Resistance, Corrosive Salt Guard, Vulnerability Guard , Purple Augment Slot (Vulnerability Guard - Chance on being damaged to do AOE 3 Stacks of Vulnerability)


Also give this Vulnerability that applies to main hand attacks. That's a nice item, far from OP.


Kobold Admiral’s Ship Wheel
Buckler
+7 Enhancement Bonus, Dodge 6%, Axeblock VII, Hammerblock VII, Green Augment Slot (Preslotted: Balance), Colorless Augment Slot (Preslotted: Swim)

Dodge 6% can spawn on like level 10 items. Make this 9-10% or it's going to get overwritten with a better item. Give this 14 or even 20 PRR, and 20 Swim. Then it will be fun. Again, not over powered, but appropriate lvl 24 gear for current game.



Pirate Hat
Helm
+8 CHA, +3 Insightful CHA, True Seeing, Heavy Fort (via blue slot augment), Colorless Augment Slot

Awesome. Do not change.



Cannoneer’s Goggles
Goggles
Wizardry IX, Impulse 114, 5% SP Discount to Spells, Green Augment Slot - slotted with +8 DEX

Just make it Wizardry X and Impulse 120 or 138. Still not best in slot/endgame (that would be 150 TF).



Cursed Blade of Jack Jibbers
Clickable Item
Animate Ally on self for two minutes, one charge per rest. (Can be used while dead). Exclusive. Runs a blade through your chest.

Funny, thematic, awesome. But...Doesn't animate ally kill you after a minute or two?


Iron Mitts (may rename)
Gloves
Strength +8, Healing Amp 30%, Vitality +40, Resistance +7, Colorless Augment Slot

Fine as is. Consider Resistance 8 though. That's the break point where people might consider wearing these at 28 without worrying about a resist 10 item.


Broken Music Box
Trinket
Blue Slot, Yellow Slot, Colorless Slot. When all slots are filled, gains Cacophonic Guard

Great idea. Poor execution. Greater Cacophonic guard (2 or 3x whatever Cacophonic is now) and still will be meaningless damage. Unless you allow Greater Caco guard to autostun 2-5% of the time you are hit for 2 seconds from a soundburst. That would be cool. Give it a special augment, say...20% Sonic Lore.


Orcish Privateer’s Boots
Boots
Speed X, Feat: Freedom of Movement, Sovereign Fire Resistance, Fire Absorbtion 30%, Clear Augment Slot (Preslotted - Intimidate +15)

These are a nice step up from Kundarak boots, so that's cool.


Mizzen-Mast Splinter
Greatclub
+7 Enhancement Bonus, 3[w], Fracturing, Improved Destruction, Felling the Oak, True Chaos, Taint of Chaos, Red Augment Slot

Stop trying to make Great Clubs happen. How many special greatclubs do you have in this game? How many EVER get used? Let me answer the second part for you: ZERO. Don't waste your time or our pixels. If you want someone to consider this add:
-5[w] base.
-+1 Crit Multi 19-20
-20% Doublestrike
Still NO ONE will use it, but it would at least not be completely terrible.


Mutineer’s Blade
Rapier
+7 Enhancement Bonus, Dexterity +8, Ghostbane XIII*, Brilliance, Coruscating, Improved Disruption, Red Augment Slot
*(8d4 damage)
(Durability and hardness to be improved)

Give it Celestia's supernova Greater Radiance Proc and this will maybe be peoples swap for undead instead of Balizarde the rest of the time.


Coffin Nail
Dart
3.5[w], +7 Enhancement Bonus, 8% Doubleshot, Keen III, Improved Paralyzing, Improved Slowburst, Improved Vorpal, Red Slot (Note that the weapon will actually be 4[w] due to the extra 0.5 from Imp. Vorpal)

As mentioned by others, this still probably wont make a non-Monk non-Shuriken thrower compelling. Give this item a clicky for 100% Doubleshot for 15 Seconds wit ha 1 minute cooldown and then maybe people will whip it out I guess? I don't know. The problem with throwers (that are not Shuriken) is really bad and you can't fix it with an item. Unless the item is super OP and then you can't ever switch weapons. I don't know what to do with this.


Drowned Priest’s Torch
Scepter
+7 Enhancement Bonus, Combustion 114, Insightful Faith, Yellow Augment Slot (preslotted: Underwater Action), Red Augment Slot (preslotted: Devotion 114) (Insightful Faith: +2 Insight Bonus to turn level, +2 Insight to maximum hit dice, +4 Insight to total hit dice)
stretch goal: insightful faith into red augment, slotted; devotion 114 as a base mutation

Give this healing lore, and Fire Spell Power and Lore also. Maybe someone would find a use for it then.



Devourer’s Reaping
Sickle
+7 Enhancement Bonus, Greater Vorpal, Doublestrike 14%, Hemorrhaging, Red Slot, Colorless Slot

Saint Mur’ay's Fire
Rune Arm
Electrical Storm, Max Charge Tier V, Imbue: Electric VI, Potency +76, Magnetism +114, Inherent Elemental Resistance, Greater Arcane Lore, Blue Augment Slot

Doesn't compare to Glass Cannon on Damage or spell power. Up it a little.


Ruby of the Ocean’s Waves
Ruby Augment
Crushing Wave augment

Yes.


Sapphire of the Ocean’s Depths
Sapphire Augment
Crushing Wave Guard Augment
Pretty Meh. Add something to it. Guards are inherently like 1% as useful as anything else.


Eternal Anthem
Topaz Augment
Anthem Augment

Yes.

cru121
05-14-2014, 10:52 PM
Broken Music Box
Trinket
Blue Slot, Yellow Slot, Colorless Slot. When all slots are filled, gains Cacophonic Guard

Mizzen-Mast Splinter
Greatclub
+7 Enhancement Bonus, 3[w], Fracturing, Improved Destruction, Felling the Oak, True Chaos, Taint of Chaos, Red Augment Slot


Trinket: Throw it away. Instead, give us cannith-craftable trinkets with slots. Please!

Greatclub: Make sure it's better than Shining Devastation (ML14). You know, 1.5[1d16]; 19-20 / x3. Also, make sure it's better than Stout Oak Walking Stick. Thanks.

CaptainSpacePony
05-14-2014, 10:54 PM
Barnacled Buckler
Buckler
+7 Enhancement Bonus, Heightened Awareness, Inherent Elemental Resistance, Corrosive Salt Guard, Vulnerability Guard , Purple Augment Slot (Vulnerability Guard - Chance on being damaged to do AOE 3 Stacks of Vulnerability)
OK I suppose. Need bucklers with which to swash.



Kobold Admiral’s Ship Wheel
Buckler
+7 Enhancement Bonus, Dodge 6%, Axeblock VII, Hammerblock VII, Green Augment Slot (Preslotted: Balance), Colorless Augment Slot (Preslotted: Swim)
I'd like to see a point or 2 more of dodge.



Pirate Hat
Helm
+8 CHA, +3 Insightful CHA, True Seeing, Heavy Fort (via blue slot augment), Colorless Augment Slot
Compares VERY nicely to Dragon Helm



Cannoneer’s Goggles
Goggles
Wizardry IX, Impulse 114, 5% SP Discount to Spells, Green Augment Slot - slotted with +8 DEX
The 5% discount and spell power on the goggle slot is very appealing and unique. I assume the discount stacks with magister.



Cursed Blade of Jack Jibbers
Clickable Item
Animate Ally on self for two minutes, one charge per rest. (Can be used while dead). Exclusive. Runs a blade through your chest.
Bravo! Fun AND powerful. Says "clickable item" I assume it does not need to be equipped?



Iron Mitts (may rename)
Gloves
Strength +8, Healing Amp 30%, Vitality +40, Resistance +7, Colorless Augment Slot
Still like these PDK upgrades.



Broken Music Box
Trinket
Blue Slot, Yellow Slot, Colorless Slot. When all slots are filled, gains Cacophonic Guard
Don't know that I'll ever wear it, but I like it. Love the "when all slots filled..."



Orcish Privateer’s Boots
Boots
Speed X, Feat: Freedom of Movement, Sovereign Fire Resistance, Fire Absorbtion 30%, Clear Augment Slot (Preslotted - Intimidate +15)
Not exciting, but good stuff.



Mizzen-Mast Splinter
Greatclub
+7 Enhancement Bonus, 3[w], Fracturing, Improved Destruction, Felling the Oak, True Chaos, Taint of Chaos, Red Augment Slot
I hope it looks better (bigger) than all the other non-Scrag great baseball ba... I mean great clubs in the game. Without doing the math, I think it will still stink because of the terrible crit profile.



Mutineer’s Blade
Rapier
+7 Enhancement Bonus, Dexterity +8, Ghostbane XIII*, Brilliance, Coruscating, Improved Disruption, Red Augment Slot
*(8d4 damage)
(Durability and hardness to be improved)
Thumbs up.



Coffin Nail
Dart
3.5[w], +7 Enhancement Bonus, 8% Doubleshot, Keen III, Improved Paralyzing, Improved Slowburst, Improved Vorpal, Red Slot (Note that the weapon will actually be 4[w] due to the extra 0.5 from Imp. Vorpal)
Fun, flavorful, and cool non-shuri thrower.



Drowned Priest’s Torch
Scepter
+7 Enhancement Bonus, Combustion 114, Insightful Faith, Yellow Augment Slot (preslotted: Underwater Action), Red Augment Slot (preslotted: Devotion 114) (Insightful Faith: +2 Insight Bonus to turn level, +2 Insight to maximum hit dice, +4 Insight to total hit dice)
stretch goal: insightful faith into red augment, slotted; devotion 114 as a base mutation
OK. It's a torch and therefore a scepter. I get it and accept it in this case. For future divine weapons, sure would like to see more diet-chosen weapon types (Heavy mace, Great sword, long sword, long bow, etc). Would also like to see more deities or more weapon selections from them, but that's another thread.



Devourer’s Reaping
Sickle
+7 Enhancement Bonus, Greater Vorpal, Doublestrike 14%, Hemorrhaging, Red Slot, Colorless Slot
There maybe some wolves looking for this.



Saint Mur’ay's Fire
Rune Arm
Electrical Storm, Max Charge Tier V, Imbue: Electric VI, Potency +76, Magnetism +114, Inherent Elemental Resistance, Greater Arcane Lore, Blue Augment Slot
Kind of expected a green slot, but looks fine-ish.



Ruby of the Ocean’s Waves
Ruby Augment
Crushing Wave augment



Sapphire of the Ocean’s Depths
Sapphire Augment
Crushing Wave Guard Augment
Good piratey flavor, but I've always been under the impression crushing wave is incredibly weak.


Eternal Anthem
Topaz Augment
Anthem Augment
AML should be 16ish?

phalaeo
05-14-2014, 11:02 PM
Please at least read and consider the following:

I have played very infrequently off and on since update 17 (not from a lack of love for the game, but because real life is more important). Despite this, I can look at this weapon and tell you that it is ****. Why are there so few interesting choices for divines?

I implore you, please consider adding a unique permutation tailored to divine spellcasters that isn't an augment. I look at this item and think the same thing I thought when I looked at Forgotten Light. "This is a really interesting and flavorful weapon that someone became very bored while designing, took a coffee break, and never finished." There is no craftmanship and care put into this. You can tell me otherwise, but if no one sees it, it was wasted or misplaced in the first place.

To be more specific, you could add something that goes with what's on the item already. +1d6 fire/cold damage per caster level (altered by spellpower) to certain damaging spells. +2 profane Necromancy DCs. +2 Profane Wisdom. Something that fits with the flavor of the item and gives someone a reason to use it. I have divines that use Turning and Combustion spells. And looking at this, even if I was born naked into level 24, I'd rather have a lootgen Combustion of Evocation/Necromancy Focus caster stick.

P.S. If you don't manage to work in a GoT Drowned God reference or a "What is did may never die!" into the flavor text, I will be very sad.

I agree with all of this, including the GoT reference.

Cleric loot is BORING. Some of the suggestions added are intriguing. I'd make it a Quarterstaff, or put Divine Augmentation on it (so sick of Arcane Augmentation not applying to divines).

phalaeo
05-14-2014, 11:06 PM
Oh, and an Anthem augment? Cool idea, and I'd love to use it on my Bard, but there are still items with Anthem on them where the Anthem aspect is broken. It does not regen songs. If I pull it, cool, but I'm not grinding for broken loot. I will honestly be shocked as heck if there isn't a thread up reporting that the Anthem Augment is broken within a few days of the content being released.

That isn't a vote of non-confidence directed at you, Dr. Loot, it's just me being frustrated with Anthem being broken so many times.

Scrabbler
05-14-2014, 11:23 PM
Mizzen Mast Splinter:
If you want it to be cool (and you're not already adding supercrits), give it a special feature to add 50% Strength mod to damage on top of regular damage mod.

IronClan
05-14-2014, 11:54 PM
Broken Music Box
Trinket
Blue Slot, Yellow Slot, Colorless Slot. When all slots are filled, gains Cacophonic Guard


Take the Inspiring Echoes effect from Epic Elyd Edge and add it to this trinket. It needs something, it's basically just a Giantcraft Siberys Compass http://ddowiki.com/page/Item:Giantcraft_Siberys_Compass_%28Level_24%29 with one less affix, and an additional slot instead of true seeing. Potential to be a great Bard trinket that would be farmed, but not without something else on it.

Infiltraitor
05-15-2014, 01:28 AM
Barnacled Buckler
Buckler
+7 Enhancement Bonus, Heightened Awareness, Inherent Elemental Resistance, Corrosive Salt Guard, Vulnerability Guard , Purple Augment Slot (Vulnerability Guard - Chance on being damaged to do AOE 3 Stacks of Vulnerability)

Good players stack defensive abilities that avoid being hit. Dodge, Incorporeal, Displacement. Maybe even AC. Great players constantly reposition themselves during combat to avoid being flanked and avoid hits. This item not only encourages bad play, but it also is outclasses as a buckler by the epic swashbuckler, which is stronger, lower level, and easier to acquire.

Rating: 2/10
Suggestion: Drop the corrosive guard and vulnerability guard. Make it a buckler out of living barnacles... Greater Regeneration and 30% Healing Amp.


Kobold Admiral’s Ship Wheel
Buckler
+7 Enhancement Bonus, Dodge 6%, Axeblock VII, Hammerblock VII, Green Augment Slot (Preslotted: Balance), Colorless Augment Slot (Preslotted: Swim)

Might see some use in Epic Casual or Epic Normal where 14 DR will matter.

Rating: 3/10
Suggestion: Lose the Dodge, upgrade it to DR 30/-



Pirate Hat
Helm
+8 CHA, +3 Insightful CHA, True Seeing, Heavy Fort (via blue slot augment), Colorless Augment Slot

Decent enough.
Rating: 6/10


Cannoneer’s Goggles
Goggles
Wizardry IX, Impulse 114, 5% SP Discount to Spells, Green Augment Slot - slotted with +8 DEX

Can see a possibility to niche use.
Rating: 8/10



Cursed Blade of Jack Jibbers
Clickable Item
Animate Ally on self for two minutes, one charge per rest. (Can be used while dead). Exclusive. Runs a blade through your chest.

Yet another must have item to fill my inventory slots. At some point, your inventory simply fills up with stuff that you absolutely must carry at all times. Scrolls, Wands, Clickies, Potions, Keys to eveningstar, bags, weapon swaps. It's powerful and I'll have to get one. Still don't like having yet another inventory slot permanently taken up.
Rating: 3/10


Iron Mitts (may rename)
Gloves
Strength +8, Healing Amp 30%, Vitality +40, Resistance +7, Colorless Augment Slot

Hamp is nice. Vitality is also nice. Colorless is decent. The STR +8 and Resist +7 is **** but doesn't detract from the other stats.
Rating: 8/10


Broken Music Box
Trinket
Blue Slot, Yellow Slot, Colorless Slot. When all slots are filled, gains Cacophonic Guard

It's like an epic blasting chime but... weaker and higher level.
I do not like this item. It takes up a very valuable trinket slot and is a very bad item as well.
Rating: 1/10
Suggestion: Replace Cacophonic Guard with Thunderstruck.


Orcish Privateer’s Boots
Boots
Speed X, Feat: Freedom of Movement, Sovereign Fire Resistance, Fire Absorbtion 30%, Clear Augment Slot (Preslotted - Intimidate +15)
This is piece of gear is extremely useful for Twin Peaks. But good for little else.
More new players completing the Fire Peaks raid is excellent though.
Rating: 7/10


Mizzen-Mast Splinter
Greatclub
+7 Enhancement Bonus, 3[w], Fracturing, Improved Destruction, Felling the Oak, True Chaos, Taint of Chaos, Red Augment Slot
I hate it.


Mutineer’s Blade
Rapier
+7 Enhancement Bonus, Dexterity +8, Ghostbane XIII*, Brilliance, Coruscating, Improved Disruption, Red Augment Slot
*(8d4 damage)
(Durability and hardness to be improved)
17-20/x2 is pretty sweet. The undead killing effects is pretty interesting. The dual conflicting purpose of the item is GENIUS.
Rating: 12/10


Coffin Nail
Dart
3.5[w], +7 Enhancement Bonus, 8% Doubleshot, Keen III, Improved Paralyzing, Improved Slowburst, Improved Vorpal, Red Slot (Note that the weapon will actually be 4[w] due to the extra 0.5 from Imp. Vorpal)
Very nice niche item. The combination of slow, paralyze, and vorpal makes this item extremely useful in low difficulties.
Rating: 9/10


Drowned Priest’s Torch
Scepter
+7 Enhancement Bonus, Combustion 114, Insightful Faith, Yellow Augment Slot (preslotted: Underwater Action), Red Augment Slot (preslotted: Devotion 114) (Insightful Faith: +2 Insight Bonus to turn level, +2 Insight to maximum hit dice, +4 Insight to total hit dice)
stretch goal: insightful faith into red augment, slotted; devotion 114 as a base mutation
Could go either way. Might see use for a couple levels on non-optimized builds.
Rating: 5/10


Devourer’s Reaping
Sickle
+7 Enhancement Bonus, Greater Vorpal, Doublestrike 14%, Hemorrhaging, Red Slot, Colorless Slot
Sickles have terrible crit profiles. Might see some use by new druid players.
Rating: 5/10
Suggestion: Replace the Hemorrhaging with Vampirism, change to a Kama. Kama is also a farming implement for reaping as well.


Saint Mur’ay's Fire
Rune Arm
Electrical Storm, Max Charge Tier V, Imbue: Electric VI, Potency +76, Magnetism +114, Inherent Elemental Resistance, Greater Arcane Lore, Blue Augment Slot
More support for Artificers is always good.
Rating: 6/10


Ruby of the Ocean’s Waves
Ruby Augment
Crushing Wave augment

Sapphire of the Ocean’s Depths
Sapphire Augment
Crushing Wave Guard Augment

Eternal Anthem
Topaz Augment
Anthem Augment
All augments are awesome.
Rating: 10/10

ycheese123
05-15-2014, 01:29 AM
Cursed Blade of Jack Jibbers is going to be a must have for everyone. I like the new augments, I'll probably slot the waves augs. The Music Box is cool, but... Litany. I think we need a +1 profane stats augment in the future. And the Iron Mitts will go right into my final gear set replacing pdk gloves. I still get the heal amp, I can slot the +2con, I get another 20hp and free up two slots from vitality and +8str. That's just value. As for the other stuff, well, it's of no particular interest to me

Edit: Would love to see Superior Parrying (or whatever it's called now) on the Iron Mitts in place of the redundant +7 Resistance! Please?

PermaBanned
05-15-2014, 01:31 AM
Hey Lamannians – you’ve seen a bit of the new Epic Three Barrel Cove loot in Landscape chests. With the new Lamannia prop, you’ll begin finding more in the quest end-chests. To get your feedback more directly, and save you a little trouble, here’s a complete treasure list for the update. NOTE! The release is still in development. Some of these items are expected to change, or possibly even fall off of the final release list!

As mentioned by Steelstar, all these items are ML 24; the content is ML 25.
First, let me say thank you for this! Please let this be a model for future content releases.

Second, when some of the items are "expected to change, or fall off the final release" please include a notation of which and hopefully even why - more info is always good!


Barnacled Buckler
Buckler
+7 Enhancement Bonus, Heightened Awareness, Inherent Elemental Resistance, Corrosive Salt Guard, Vulnerability Guard , Purple Augment Slot (Vulnerability Guard - Chance on being damaged to do AOE 3 Stacks of Vulnerability) It's interesting, though I'm not sure I would call it desirable. I understand with the release of a fighting style that can incorporate Buckler shields you need to have some on the loot tables, but let's go for more than "just something to go in the slot." Changing Hieghtened Awareness to Parrying would be a good start.


Kobold Admiral’s Ship Wheel
Buckler
+7 Enhancement Bonus, Dodge 6%, Axeblock VII, Hammerblock VII, Green Augment Slot (Preslotted: Balance), Colorless Augment Slot (Preslotted: Swim) Thematic, and if the graphic matches the name then definitely amusing - for those reasons I like it :) Add Underwater Action and it becomes a desireable swap item for both cosmetic and utility purposes. Up the Dodge to 8% and you have a real winner that's not OP, but not out shown by random loot.


Pirate Hat
Helm
+8 CHA, +3 Insightful CHA, True Seeing, Heavy Fort (via blue slot augment), Colorless Augment Slot I love this! Perfect as is (for it's level it's almost amazing) please don't let this be in the "dropped from release" category.


Cannoneer’s Goggles
Goggles
Wizardry IX, Impulse 114, 5% SP Discount to Spells, Green Augment Slot - slotted with +8 DEX I would actually prefer to see the Impulse replaced with Kinetic Lore. Spellpower is easily slotted, Lores are incredibly hard to accommodate.


Cursed Blade of Jack Jibbers
Clickable Item
Animate Ally on self for two minutes, one charge per rest. (Can be used while dead). Exclusive. Runs a blade through your chest. A self res of sorts? Yes please! I'm also on the "matching graphic" bandwagon, it just has to happen!


Iron Mitts (may rename)
Gloves
Strength +8, Healing Amp 30%, Vitality +40, Resistance +7, Colorless Augment Slot Like some others, I see a lot of "close but not quite" here. They're a nice step up from the PDK gloves, but that's about it.


Broken Music Box
Trinket
Blue Slot, Yellow Slot, Colorless Slot. When all slots are filled, gains Cacophonic Guard I'm not too big on guards, as I try to avoid getting hit as much as possible. Still, the 3 slots are interesting and Trinket is a fairly under used location. It's definitely interesting, I'll give it that.


Orcish Privateer’s Boots
Boots
Speed X, Feat: Freedom of Movement, Sovereign Fire Resistance, Fire Absorbtion 30%, Clear Augment Slot (Preslotted - Intimidate +15) Please upgrade the slot to Yellow, so those of us that want to slot Feather Falling can, otherwise a solid piece of kit I'll be adding to my inventory.


Mizzen-Mast Splinter
Greatclub
+7 Enhancement Bonus, 3[w], Fracturing, Improved Destruction, Felling the Oak, True Chaos, Taint of Chaos, Red Augment Slot That's an awesome sounding Great Club! Too bad it's a great club... If something must "fall off for release" let it be this. Keep in mind that Taint of Chaos means no Lawful builds can use it, nor will any of the Single Weapon Fighters that are going to be running around...


Mutineer’s Blade
Rapier
+7 Enhancement Bonus, Dexterity +8, Ghostbane XIII*, Brilliance, Coruscating, Improved Disruption, Red Augment Slot
*(8d4 damage)
(Durability and hardness to be improved) Nice!


Coffin Nail
Dart
3.5[w], +7 Enhancement Bonus, 8% Doubleshot, Keen III, Improved Paralyzing, Improved Slowburst, Improved Vorpal, Red Slot (Note that the weapon will actually be 4[w] due to the extra 0.5 from Imp. Vorpal) This will probably be the coolest looking (on paper) thing in my inventory that I never really find a use for...


Drowned Priest’s Torch
Scepter
+7 Enhancement Bonus, Combustion 114, Insightful Faith, Yellow Augment Slot (preslotted: Underwater Action), Red Augment Slot (preslotted: Devotion 114) (Insightful Faith: +2 Insight Bonus to turn level, +2 Insight to maximum hit dice, +4 Insight to total hit dice)
stretch goal: insightful faith into red augment, slotted; devotion 114 as a base mutation Make the stretch goal happen! Turning has been neglected for far too long! I'm not sure the small numbers will make a noticeable difference, but making it an Augment would be amazing, please please please do so.


Saint Mur’ay's Fire
Rune Arm
Electrical Storm, Max Charge Tier V, Imbue: Electric VI, Potency +76, Magnetism +114, Inherent Elemental Resistance, Greater Arcane Lore, Blue Augment Slot Why is this not Sonic? You're practically begging people to make Bardificers with the inclusion of Rune Arms in the Swashbuckler pre... How many Lightning Spells do Bards have? Make this Sonic and it would likely become the "Best item of the Update" award winner!


Ruby of the Ocean’s Waves
Ruby Augment
Crushing Wave augment

Sapphire of the Ocean’s Depths
Sapphire Augment
Crushing Wave Guard Augment

Eternal Anthem
Topaz Augment
Anthem AugmentMore Augments are always good :D Especially that Anthem one. This is clearly a Bard centric update - nothing wrong there, they need the love; which leads me to repeat this:

Saint Mur’ay's Fire
Rune Arm
Electrical Storm, Max Charge Tier V, Imbue: Electric VI, Potency +76, Magnetism +114, Inherent Elemental Resistance, Greater Arcane Lore, Blue Augment Slot Why is this not Sonic? You're practically begging people to make Bardificers with the inclusion of Rune Arms in the Swashbuckler pre... How many Lightning Spells do Bards have? Make this Sonic and it would likely become the "Best item of the Update" award winner!

cru121
05-15-2014, 01:59 AM
Barnacled Buckler
Buckler
+7 Enhancement Bonus, Heightened Awareness, Inherent Elemental Resistance, Corrosive Salt Guard, Vulnerability Guard , Purple Augment Slot (Vulnerability Guard - Chance on being damaged to do AOE 3 Stacks of Vulnerability)
Replace guards with effects that apply to your main weapon. Ditch Heightened Awareness.


Kobold Admiral’s Ship Wheel
Buckler
+7 Enhancement Bonus, Dodge 6%, Axeblock VII, Hammerblock VII, Green Augment Slot (Preslotted: Balance), Colorless Augment Slot (Preslotted: Swim)
Level appropriate dodge please. Make slot purple to accommodate red augments. Merfolk's Blessing clickie CL25!!!!

Generally, make DPS bucklers! From Cannith Crafting, you can get a pretty good buckler: Seeker 8, Sneak Attack 4, Red slot for spell power. So give us a new DPS buckler that's better than that, please.

Privateer's War Drum
Buckler
- Seeker
- Insightful Seeker
- Improved Deception
- Red slot
Few more potential abilities:
- Cacophonic Guard really fits here
- Inflame clickie or similar
- +2 STR while in Rage or Skaldic Rage
- extra songs, anthem, sonic lore, sonic augmentation, enhanced perform, permanent cacophony, On sonic spell: affect target with Wail of the Banshee
- Soundproof (from Epic Robe of Dissonance, if it works)


Iron Mitts (may rename)
Gloves
Strength +8, Healing Amp 30%, Vitality +40, Resistance +7, Colorless Augment Slot
How about Heal Amp, Vitality, two slots. There, end game relevant, customizable.


Drowned Priest’s Torch
Scepter
+7 Enhancement Bonus, Combustion 114, Insightful Faith, Yellow Augment Slot (preslotted: Underwater Action), Red Augment Slot (preslotted: Devotion 114) (Insightful Faith: +2 Insight Bonus to turn level, +2 Insight to maximum hit dice, +4 Insight to total hit dice)
stretch goal: insightful faith into red augment, slotted; devotion 114 as a base mutation
How about +7, Insightful Faith, Fire Lore, Healing Lore, two reddish slots


Saint Mur’ay's Fire
Rune Arm
Electrical Storm, Max Charge Tier V, Imbue: Electric VI, Potency +76, Magnetism +114, Inherent Elemental Resistance, Greater Arcane Lore, Blue Augment Slot
I have an artificer who focuses on the electric SLAs. I would not use this. Not sure who's Saint Mur'ay, sounds like a ghost. Consider making this an upgrade of Tira's Splendor. Enhancements: Ghostly. Faerie Fire on hit. Red slot for spell power. Heal Amp. Your bolts deal Light damage (Celestia).


Ruby of the Ocean’s Waves
Ruby Augment
Crushing Wave augment
If wiki is right, this adds 10.5 damage per hit. Nice.

The other two augments are extremely weak. The guard could be useful in heroics. Anthem is too weak. Add Inspiring Echoes.

poltt48
05-15-2014, 02:06 AM
Hey Lamannians – you’ve seen a bit of the new Epic Three Barrel Cove loot in Landscape chests. With the new Lamannia prop, you’ll begin finding more in the quest end-chests. To get your feedback more directly, and save you a little trouble, here’s a complete treasure list for the update. NOTE! The release is still in development. Some of these items are expected to change, or possibly even fall off of the final release list!

As mentioned by Steelstar, all these items are ML 24; the content is ML 25.

Barnacled Buckler
Buckler
+7 Enhancement Bonus, Heightened Awareness, Inherent Elemental Resistance, Corrosive Salt Guard, Vulnerability Guard , Purple Augment Slot (Vulnerability Guard - Chance on being damaged to do AOE 3 Stacks of Vulnerability)
Useless no one wants to get hit on EH or EE by 25 since mobs hit way to hard to take hits.
Kobold Admiral’s Ship Wheel
Buckler
+7 Enhancement Bonus, Dodge 6%, Axeblock VII, Hammerblock VII, Green Augment Slot (Preslotted: Balance), Colorless Augment Slot (Preslotted: Swim)
Dodge is nice but you can get same or more dodge on level 21 as for the blocks same as above your not taking hits by this level
Pirate Hat
Helm
+8 CHA, +3 Insightful CHA, True Seeing, Heavy Fort (via blue slot augment), Colorless Augment Slot
Useless no one is going to take this over a EH blue dragon helm at same level cause of the bonus and heavy fort is useless with 140+ fort items out there.
Cannoneer’s Goggles
Goggles
Wizardry IX, Impulse 114, 5% SP Discount to Spells, Green Augment Slot - slotted with +8 DEX
Sp discount is nice but most casters go with Intracate field optics EH version on same level and dex on caster gear is useless and will make this a 28 level item.
Cursed Blade of Jack Jibbers
Clickable Item
Animate Ally on self for two minutes, one charge per rest. (Can be used while dead). Exclusive. Runs a blade through your chest.
Only item I will get from this whole update nice item for if you wipe on quest or raid.
+7, Colorless Augment Slot

Broken Music Box
Trinket
Blue Slot, Yellow Slot, Colorless Slot. When all slots are filled, gains Cacophonic Guard
Cool concept but crappy buff cause like already stated ton of times you don't want to get hit on EH or EE at this level.
Orcish Privateer’s Boots
Boots
Speed X, Feat: Freedom of Movement, Sovereign Fire Resistance, Fire Absorbtion 30%, Clear Augment Slot (Preslotted - Intimidate +15)
Useless only class would want this is melee and by 26 can get goatskin boots witch is much better then this. Guess cheap mans prismatic cloak for fire dragon raid.
Mizzen-Mast Splinter
Greatclub
+7 Enhancement Bonus, 3[w], Fracturing, Improved Destruction, Felling the Oak, True Chaos, Taint of Chaos, Red Augment Slot
Not to bad but don't know many that use greatclubs
Mutineer’s Blade
Rapier
+7 Enhancement Bonus, Dexterity +8, Ghostbane XIII*, Brilliance, Coruscating, Improved Disruption, Red Augment Slot
*(8d4 damage)
(Durability and hardness to be improved)
Guessing this is for swashys so don't know if this will be good or not but would much rather have a proc on it then 8 dex.
Coffin Nail
Dart
3.5[w], +7 Enhancement Bonus, 8% Doubleshot, Keen III, Improved Paralyzing, Improved Slowburst, Improved Vorpal, Red Slot (Note that the weapon will actually be 4[w] due to the extra 0.5 from Imp. Vorpal)
Not returning totally useless. If was returning 8% double shot would be nice but like the greatclub again no one uses this kind of weapon.
Drowned Priest’s Torch
Scepter
+7 Enhancement Bonus, Combustion 114, Insightful Faith, Yellow Augment Slot (preslotted: Underwater Action), Red Augment Slot (preslotted: Devotion 114) (Insightful Faith: +2 Insight Bonus to turn level, +2 Insight to maximum hit dice, +4 Insight to total hit dice)
stretch goal: insightful faith into red augment, slotted; devotion 114 as a base mutation
How sounds cannot take off the insightful faith even though says it is a augment if could would defently get on my cleric just to have the augment even though use turns for aura and burst more then anything.

Devourer’s Reaping
Sickle
+7 Enhancement Bonus, Greater Vorpal, Doublestrike 14%, Hemorrhaging, Red Slot, Colorless Slot
Another item that looks nice but useless since no one really uses this type of weapon.
Saint Mur’ay's Fire
Rune Arm
Electrical Storm, Max Charge Tier V, Imbue: Electric VI, Potency +76, Magnetism +114, Inherent Elemental Resistance, Greater Arcane Lore, Blue Augment Slot
This not to bad but there 3 rune arms in tor at same level that are just as good.
Ruby of the Ocean’s Waves
Ruby Augment
Crushing Wave augment
Very nice might get on my rogue
Sapphire of the Ocean’s Depths
Sapphire Augment
Crushing Wave Guard Augment
Useless for reasons said above you cannot take hits by time your this level.
Eternal Anthem
Topaz Augment
Anthem Augment
Very nice for a bard witch seems 1/3 of all these loots are made for.

Riuszka
05-15-2014, 04:48 AM
Items are nice for 24. I can see here some items my sorcerer would use.

Still not even one named epic great crossbow in game?

geoffhanna
05-15-2014, 05:45 AM
I'm not the mathomancer type to be able to pass judgement on the loot's effectiveness but it seems nice for level 24.

One thing I think I can say is ... y'all are really thinking outside of the box. Raise yourself? Epic Dart? Anthem as an augment?

Interestingly creative.

niehues
05-15-2014, 05:48 AM
No Iconic items from 3BC?!

No Thiefling assassin Blade?

No Bow of Scrag?

meh...


oh also no colorless rare gem with heal amp based on item?!


no consumable with a +2 to chest?


yeah.. good old times..

DrakeFury
05-15-2014, 06:01 AM
Like most of items, but it would be nice if:

Mizzen-Mast Splinter - uses STR/CHA for attack and damage

Saint Mur’ay's Fire - as someone already mentioned, there runearms are useless on anythig about EN, it should be improved

Bucklers - having guards on buckler is kinda useless, i try not to get hit wearing these

Oxarhamar
05-15-2014, 06:01 AM
As mentioned by Steelstar, all these items are ML 24; the content is ML 25.
Saint Mur’ay's Fire
Rune Arm
Electrical Storm, Max Charge Tier V, Imbue: Electric VI, Potency +76, Magnetism +114, Inherent Elemental Resistance, Greater Arcane Lore, Blue Augment Slot

Was really hoping for a new Runearm that would be useful possibly replace Glass Cannon but, seriously disappointed.

What I like:
Electric VI (highest single on damage available on a rune arm)


What I don't like:
Greater Arcane lore available on ML 14 items this is way off
Electric Storm DC for Artificer in Epic are borked so yeah
Yellow slot so tiered of colorless, yellow, green slots in rune arms give us Red slot let us choose our own spell power or on damage augment to add to the runearm for caster or non caster builds.

Things that are neutral:
Inherent resistance ok situational
Potency +76 I guess this is a relevant potency for a 24 item but, wouldn't get any use out of it. Most of the spells that are going to be cast are going to have the correct spell power item slotted somewhere already.
Magnatism +114 this is the correct spell power for level 24 so its ok I guess if you cast electric spells.



If this Rune Arm is BTC or BTA I'll be leaving it in the chest

Wizza
05-15-2014, 06:02 AM
no consumable with a +2 to chest?


I also thought than an Epic Pirate treasure map would have been an awesome item to keep the interest of E3BC high enough for the rest of our days.

Think about it: you could farm an item (with reasonably high drop rates) that gives you a +2 Loot bonus to the chest that you loot. That would make EVERY single powergamer to keep farming them over and over and over. We all want more +11 stats random gen items.

However, they missed this boat by not epicfying the old treasure.

DrOcto, if you are reading this: add the Epic treasure map to the loot. Give it a flat 10% to drop in every single E3BC chest wilderness and 30-50% drop rate in EE Quest chests (not just end chests but every chest, gives us a reason to run some optionals if those give chests). Do this, and I could actually be excited about running E3BC.

viktorserak
05-15-2014, 06:03 AM
Hey Lamannians – you’ve seen a bit of the new Epic Three Barrel Cove loot in Landscape chests. With the new Lamannia prop, you’ll begin finding more in the quest end-chests. To get your feedback more directly, and save you a little trouble, here’s a complete treasure list for the update. NOTE! The release is still in development. Some of these items are expected to change, or possibly even fall off of the final release list!

As mentioned by Steelstar, all these items are ML 24; the content is ML 25.

Barnacled Buckler
Buckler
+7 Enhancement Bonus, Heightened Awareness, Inherent Elemental Resistance, Corrosive Salt Guard, Vulnerability Guard , Purple Augment Slot (Vulnerability Guard - Chance on being damaged to do AOE 3 Stacks of Vulnerability)

Kobold Admiral’s Ship Wheel
Buckler
+7 Enhancement Bonus, Dodge 6%, Axeblock VII, Hammerblock VII, Green Augment Slot (Preslotted: Balance), Colorless Augment Slot (Preslotted: Swim)

Pirate Hat
Helm
+8 CHA, +3 Insightful CHA, True Seeing, Heavy Fort (via blue slot augment), Colorless Augment Slot

Cannoneer’s Goggles
Goggles
Wizardry IX, Impulse 114, 5% SP Discount to Spells, Green Augment Slot - slotted with +8 DEX

Cursed Blade of Jack Jibbers
Clickable Item
Animate Ally on self for two minutes, one charge per rest. (Can be used while dead). Exclusive. Runs a blade through your chest.

Iron Mitts (may rename)
Gloves
Strength +8, Healing Amp 30%, Vitality +40, Resistance +7, Colorless Augment Slot

Broken Music Box
Trinket
Blue Slot, Yellow Slot, Colorless Slot. When all slots are filled, gains Cacophonic Guard

Orcish Privateer’s Boots
Boots
Speed X, Feat: Freedom of Movement, Sovereign Fire Resistance, Fire Absorbtion 30%, Clear Augment Slot (Preslotted - Intimidate +15)

Mizzen-Mast Splinter
Greatclub
+7 Enhancement Bonus, 3[w], Fracturing, Improved Destruction, Felling the Oak, True Chaos, Taint of Chaos, Red Augment Slot

Mutineer’s Blade
Rapier
+7 Enhancement Bonus, Dexterity +8, Ghostbane XIII*, Brilliance, Coruscating, Improved Disruption, Red Augment Slot
*(8d4 damage)
(Durability and hardness to be improved)

Coffin Nail
Dart
3.5[w], +7 Enhancement Bonus, 8% Doubleshot, Keen III, Improved Paralyzing, Improved Slowburst, Improved Vorpal, Red Slot (Note that the weapon will actually be 4[w] due to the extra 0.5 from Imp. Vorpal)

Drowned Priest’s Torch
Scepter
+7 Enhancement Bonus, Combustion 114, Insightful Faith, Yellow Augment Slot (preslotted: Underwater Action), Red Augment Slot (preslotted: Devotion 114) (Insightful Faith: +2 Insight Bonus to turn level, +2 Insight to maximum hit dice, +4 Insight to total hit dice)
stretch goal: insightful faith into red augment, slotted; devotion 114 as a base mutation

Devourer’s Reaping
Sickle
+7 Enhancement Bonus, Greater Vorpal, Doublestrike 14%, Hemorrhaging, Red Slot, Colorless Slot

Saint Mur’ay's Fire
Rune Arm
Electrical Storm, Max Charge Tier V, Imbue: Electric VI, Potency +76, Magnetism +114, Inherent Elemental Resistance, Greater Arcane Lore, Blue Augment Slot

Ruby of the Ocean’s Waves
Ruby Augment
Crushing Wave augment

Sapphire of the Ocean’s Depths
Sapphire Augment
Crushing Wave Guard Augment

Eternal Anthem
Topaz Augment
Anthem Augment

Having in mind that these are NOT supposed to be end game items:

I am adding a rating under each item (1 - 5, 1 being an awesome no brainer item, 5 item that will never ever be used and its a waste of dev time)

1. Barnacled Buckler - obviously, bucklers are "swashbucker only" items. The purple slot makes this one interesing, therest of the abilities is, sadly, pretty weak. The vulnerability guard would be awesome on some large or tower shield.... If you add second red slot, this will be item competitive with crystal cove buckler. If you dont, then this will be trash that people will care about only until they get the cove buckler.
Rating: 3.
Suggestion: Add second red slot and/or make this time to give a chance to apply vulnerability on ATTACK with main hand.

2. Amiral Kobold Wheel Buckler - extremely weak. I cannot imagine situation in which this could be used. In current game, DR 14 is simply useless on those builds that are actually going to use buckler (bards) as we are taking way more damage even outside of EE. Dodge 6% on named loot in epic levels is.... insulting. No red lost on item made mostly for the class that will be one red slot short is.... weak.
Rating: 5.
Suggestion: add more dodge, add red slot, or simply completely rework the item.

Please take in consideration that Swashbucklers are trying NOT to get hit (low base HP, high dodge, some enchantements that works on being missed) - thus any guard effect is pretty much a waste of space for them.

3. Pirate Hat - very decent item that is deffinitely not the top, but I can see its use. If you would like to make this a little difficult choice for us as players, change the +8 char bonus to +9. It will make this item a very interesting choice. That said, that would only make the item more interesting. Its is decent as it is.
Rating: 2
Suggestion: As stated above, making the char bonus +9 would force players to do some difficult choices. As it is, ts still a good item thou.

4. Canoneer Googles - Decent item, it has its uses. But quite honestly, I see absoultely no reason why the SP discount shouldnt be -10%.
Rating: 2,5 (better then avereage)
Suggestion: make the iscount -10% and you get a nice item. Not OPed, but nice.

5. Cursed Blade of Jack Jibbers - fantastic idea, highly situational item that wont work most of the time, but is actually usefull now and then. I DO assume that you dont need to have this equipped to use it, correct?
Rating: 1 - its a unique design, way to go!
Suggestion: Make sure you dont need to have it equpped. Also, any chance of getting 3 minutes on unlife? :-)

6. Iron Mitts - direct upgrade from Purple dragon gloves. Nothing to add here.
Rating: 2
Suggestion: Pretty much nothing. One of the few items where I really see your thinking behind it. Making it any better would definitely be nice, but its a good item as it is.

7. Broken Music Box - fantastic idea, very poor execution. 3 slots, only one of them being usefull (the blue one) and together they grant... mostly useless guard proc. But the thinking behind it (fill all slots to get something) is awesome - you should definitely explore that further.
Rating: 4 - it has some customizaton.
Sugestion: Either change all the slots to something interesting (Purple, Red, Green, Orange, Blue) to make it very interesting item for many and propably a piece of end game gear for some, or instead of Cacophonic guard, add Sonic spell power and lore (so it actually work as a music box), which will make it very good item for bards only. And bards do need all the help they can get.

8. Orcish Privateer Boots - Combines the importnat bits of Golden Greaves andKundarak Delving boots. Good Job.
Rating: 1,5
Suggestion: None. I see where are you going with this and it makes a lot of sense.

9. Mizzen-mast Splinter - unless it has some HUGE bonus to base damage and crit profile... which, arent listed so I must assume it does not, then it is out DPSed by Shining Devastation (Level 14 greatclub, so full 10 levels below it). To add insult to the injury, it has Taint of chaos..... I mean... ..... ..... really? Subpar weapon type, weaker then lvl 14 weapon of its type and tainted? ..... ....
Rating: 5.
Suggestion: It is a greatclub. one of the most hated weapon types in the game and the most hated Two handed weapon in the game from the most hated two handed specialization (bludgedon). If you really want to implement it, you have three choices: make it absurdly strong (which, trust me, wont break the game as gswords and gaxes will still be preffered), rework the greatclub fighting style (make it attack faster as qstaff) and still make this club stronger than it is or.... just put it in game as it is. If you do the last one (and sadly, I lost most hope that you do anything else long time ago) it will be widely ignored and used as either vendor trash, most useless item showoff acecard and... thats really all.

10. Mutineer s Blade - Interesting weapon. Undead beater except for one thing - every undead in the game with have its DR up against this weapon (except for ghosts-wraiths and such).
Rating: 2.
Suggestion: Its an iteresting weapon. I see where you going with it.

11. Coffin Nail - Most damage from throwing weapns goes from procs. This weapon has no damage procs whatsoever. I do think I understand where are you going with this (great CC throwing weapon for bard throwers) but as someone who made a lot f throwers - it wont work as well as you think it will. Bards dont really need CC on weapon. As far as the imp vorpa goes - 4w is great on nonthrowing weapon, but on thrower, that damage is fairly small.
Rating: 3,5
Suggestion: Add two damage procs. Hemoragging and something else maybe?

12. Drowned Priest Torch - There is absolutely no synergy in this weapon whatsoever. As it stands its weak casting stick with one unique ability. In the moment this ability will be made augumentable (as you suggest it will) this stick will be forever forgotten.
Rating: 4. (assuming its unique ability will be made augumentable)
Suggestion: This could acually easily be made a decent weapon: Make it a mace or a hammer (favorite weapon of Anumator). Add AT LEAST conflagrating to it and in better case, one more fire damage proc. Voila, a decent item.

13. Devourer Reaping - a sickle. A meele sickle that is not ovepowered as hell - that basically says all a player need to know. Basically read what I written under Mizzen mast splinter. This is the same case - sickle is even more hated then greatclub (since greatclubs are at least sometimes played for pure Roleplayng reason only, while sickles not even for those reasons). It is slightly better in the way that it can be offhanded for its skills and that it is swashbuklerable? .-) As an ofhand, its still more or less unappealing. As a shwasbuck. thingie... well, since its the only weapon you can use, its still unappealing.
Rating: 4,5 - someone may actually use it in offhand.
Suggestion - Basically read what I have written under Mizzen Mast Splinter.

14. Saint Murray - weak compared to Glass Cannon. Not interesting in any way really. Not terribly bad, but simply not interesting. Is it crafable as most ebberon runearms? I assume not, since its not written there...
Rating: 3
Suggestion: Trade blue slot for red slot or purple slot. Add... something more. The rune arm is not terribly bad, but its simply unappealing.

15. Ruby of Ocean Waves - yes, very good! any chance we can get more rare procs from GS as auguments?
Rating: 1
Suggestion: Give us more GS rare procs as auguments! :-D

16. Sapphire of the ocean depths - The same request as with the ruby. I generally like guard damage procs less then attack procs and prolly would not slot it, so I am giving lower score. But It will be slotted by other people outseide EE runs.
Rating: 2
Suggestion: As above. Especially non damage procs would be nice. Sapphire of Ash? :-)

17. Eternal Anthem - yes, yes, yes, yes, yes, yes, yes.
Rating: 1
Sugestion: yes, yes, yes, yes, yes, yes, yes.

Furelli
05-15-2014, 06:14 AM
I like some of the items and agree with most that the bucklers are weak and that guards are in general a waste on any item but especially on an item which also provides a dodge bonus.

If you could throw an additional item into the mix I'd like a named Heroic level buckler as while two new bucklers is nice to get (when they are made useful) and Swashbuckler from Crystal Cove is a great item it seems a shame to relegate players who have missed the cove to lootgen items with the new enhancement tree. Remember it is a heroic tree not an epic destiny and could do with being catered for in the loot at a variety of levels.


Furelli

kmoustakas
05-15-2014, 07:03 AM
Hey Lamannians – you’ve seen a bit of the new Epic Three Barrel Cove loot in Landscape chests. With the new Lamannia prop, you’ll begin finding more in the quest end-chests. To get your feedback more directly, and save you a little trouble, here’s a complete treasure list for the update. NOTE! The release is still in development. Some of these items are expected to change, or possibly even fall off of the final release list!

As mentioned by Steelstar, all these items are ML 24; the content is ML 25.

Barnacled Buckler
Buckler
+7 Enhancement Bonus, Heightened Awareness, Inherent Elemental Resistance, Corrosive Salt Guard, Vulnerability Guard , Purple Augment Slot (Vulnerability Guard - Chance on being damaged to do AOE 3 Stacks of Vulnerability)

How much heightened awareness? IV? More? How much inherent Elemental Resistance? How good this item will be depends on that greatly: high values could make it a situational item, low would make it a nobody cares

Kobold Admiral’s Ship Wheel
Buckler
+7 Enhancement Bonus, Dodge 6%, Axeblock VII, Hammerblock VII, Green Augment Slot (Preslotted: Balance), Colorless Augment Slot (Preslotted: Swim)

This will be excellent for casual players, useless in ee content.

Pirate Hat
Helm
+8 CHA, +3 Insightful CHA, True Seeing, Heavy Fort (via blue slot augment), Colorless Augment Slot

If it is easier to get than Blue Dragon helmet, this will have a lot of fans. +3 ins abilities are good, two slots are good, true seeing is a bonus. The +8 cha... If you had actually removed this before posting nobody would care. Now everyone's gonna complain +8 is too low.

Cannoneer’s Goggles
Goggles
Wizardry IX, Impulse 114, 5% SP Discount to Spells, Green Augment Slot - slotted with +8 DEX

Again as in the previous item, if you hadn't posted the wizardry and impulse numbers, people would have liked it more. Still good, for classes that use some impulse but it's not their main spellpower. Mind you this is useful, 5% bonus to sp + Green Slot.

Cursed Blade of Jack Jibbers
Clickable Item
Animate Ally on self for two minutes, one charge per rest. (Can be used while dead). Exclusive. Runs a blade through your chest.

Amazing for the lols, amazing when you die solo and the boss has like 1% remaining :p

Iron Mitts (may rename)
Gloves
Strength +8, Healing Amp 30%, Vitality +40, Resistance +7, Colorless Augment Slot

Broken Music Box
Trinket
Blue Slot, Yellow Slot, Colorless Slot. When all slots are filled, gains Cacophonic Guard

Make it craftable and you have a winner.

Orcish Privateer’s Boots
Boots
Speed X, Feat: Freedom of Movement, Sovereign Fire Resistance, Fire Absorbtion 30%, Clear Augment Slot (Preslotted - Intimidate +15)

Mizzen-Mast Splinter
Greatclub
+7 Enhancement Bonus, 3[w], Fracturing, Improved Destruction, Felling the Oak, True Chaos, Taint of Chaos, Red Augment Slot

Felling the oak ability is actually good! Flavor weapon obviously but nice.

Mutineer’s Blade
Rapier
+7 Enhancement Bonus, Dexterity +8, Ghostbane XIII*, Brilliance, Coruscating, Improved Disruption, Red Augment Slot
*(8d4 damage)
(Durability and hardness to be improved)

Coffin Nail
Dart
3.5[w], +7 Enhancement Bonus, 8% Doubleshot, Keen III, Improved Paralyzing, Improved Slowburst, Improved Vorpal, Red Slot (Note that the weapon will actually be 4[w] due to the extra 0.5 from Imp. Vorpal)

If it was a shuriken...

Drowned Priest’s Torch
Scepter
+7 Enhancement Bonus, Combustion 114, Insightful Faith, Yellow Augment Slot (preslotted: Underwater Action), Red Augment Slot (preslotted: Devotion 114) (Insightful Faith: +2 Insight Bonus to turn level, +2 Insight to maximum hit dice, +4 Insight to total hit dice)
stretch goal: insightful faith into red augment, slotted; devotion 114 as a base mutation

I would slot insightful faith on my single class cleric even if it didn't do anything. If the minimum level of the augment however was lower than 20 it would actually be of some use. Oh! This had BETTER BE GIVING OFF LIGHT like the scepter in Rainbow!!! Actually, forget this item, keep the eternal faith augment and make a min level 1 'torch gives light, fire touch' . Flavor! Better yet, make a min level 24, red orange purple slot gives light and you have a winner

Devourer’s Reaping
Sickle
+7 Enhancement Bonus, Greater Vorpal, Doublestrike 14%, Hemorrhaging, Red Slot, Colorless Slot

No idea what greater vorpal and doublestrike would do to a shapeshifted form. From a druid weapon standpoint looks good

Saint Mur’ay's Fire
Rune Arm
Electrical Storm, Max Charge Tier V, Imbue: Electric VI, Potency +76, Magnetism +114, Inherent Elemental Resistance, Greater Arcane Lore, Blue Augment Slot

Electrical Storm? Really? Are you sure you don't want it to be "Electrical Lash"? You know you do, it's just that nobody remembers what electrical lash does. CHANGE THIS! We have a ton of electrical storm and it's bad. Not terrible but bad. Actually sorry, it IS terrible.

Ruby of the Ocean’s Waves
Ruby Augment
Crushing Wave augment

Bingo!

Sapphire of the Ocean’s Depths
Sapphire Augment
Crushing Wave Guard Augment

Bingo!

Eternal Anthem
Topaz Augment
Anthem Augment

OMG *** Amazing moar pls


Looks good!

Dilbon
05-15-2014, 07:55 AM
I want to add one last thing, as probably these items won't change much (and looks like most of you like bad stuff anyway, why would they change it?): as a powergamer, elitist, veteran player, I will have ZERO reason to run E3BC on Epic Elite other than once.

Powergaming is like watching Internet porn, once you have done it long enough nothing ever excites you any more.

ycheese123
05-15-2014, 08:11 AM
Yeah, no.

Yeah, yeah. I don't care if it's 2mins. It's an emergency item that could save a wipe in raids. Not that I think there's many situations in the current game that are so hard that a party should wipe, but if you spend an hour and a half in one of the new raids on ee and wipe it's a nice to thing to maybe make a recovery by getting yourself up and throwing raises.

ArcaneArcher52689
05-15-2014, 08:32 AM
Barnacled Buckler
Buckler
+7 Enhancement Bonus, Heightened Awareness, Inherent Elemental Resistance, Corrosive Salt Guard, Vulnerability Guard , Purple Augment Slot (Vulnerability Guard - Chance on being damaged to do AOE 3 Stacks of Vulnerability)

I agree with the previously stated opinions on guard effects. Would it be possible to change all guard effects to a chance on attack? The tech is already in the enhancement/ED's, so I don't think that'd be a limitation. Other than that, I really like this for my future swashbuckler!




Kobold Admiral’s Ship Wheel
Buckler
+7 Enhancement Bonus, Dodge 6%, Axeblock VII, Hammerblock VII, Green Augment Slot (Preslotted: Balance), Colorless Augment Slot (Preslotted: Swim)

dodge 6% is a bit low, but it should be enough to cap my dodge, 14DR is also nice. The augments are kind of useless though. Any chance of making that green slot a purple?





Pirate Hat
Helm
+8 CHA, +3 Insightful CHA, True Seeing, Heavy Fort (via blue slot augment), Colorless Augment Slot

A solid +11 charisma item w/ true seeing AND heavy fort? Sign me up.



Cannoneer’s Goggles
Goggles
Wizardry IX, Impulse 114, 5% SP Discount to Spells, Green Augment Slot - slotted with +8 DEX

Seems good. Not sure I'd replace my Drow smoke goggles though. Does the 5% stack with the set bonus from eveningstar gear? Or any other SP discount effects?



Cursed Blade of Jack Jibbers
Clickable Item
Animate Ally on self for two minutes, one charge per rest. (Can be used while dead). Exclusive. Runs a blade through your chest.


AMAZING. SIMPLY AMAZING.



Iron Mitts (may rename)
Gloves
Strength +8, Healing Amp 30%, Vitality +40, Resistance +7, Colorless Augment Slot

Do. Want.




Broken Music Box
Trinket
Blue Slot, Yellow Slot, Colorless Slot. When all slots are filled, gains Cacophonic Guard

very meh...



Orcish Privateer’s Boots
Boots
Speed X, Feat: Freedom of Movement, Sovereign Fire Resistance, Fire Absorbtion 30%, Clear Augment Slot (Preslotted - Intimidate +15)

Great item!



Mizzen-Mast Splinter
Greatclub
+7 Enhancement Bonus, 3[w], Fracturing, Improved Destruction, Felling the Oak, True Chaos, Taint of Chaos, Red Augment Slot

If only i knew someone who used greatclubs...



Mutineer’s Blade
Rapier
+7 Enhancement Bonus, Dexterity +8, Ghostbane XIII*, Brilliance, Coruscating, Improved Disruption, Red Augment Slot
*(8d4 damage)
(Durability and hardness to be improved)

amazing undead beater for swashbucklers!



Coffin Nail
Dart
3.5[w], +7 Enhancement Bonus, 8% Doubleshot, Keen III, Improved Paralyzing, Improved Slowburst, Improved Vorpal, Red Slot (Note that the weapon will actually be 4[w] due to the extra 0.5 from Imp. Vorpal)

Not sure it's good enough without at least one more effect akin to shuriken expertise... Would it be possible to make another feat call throwing expertise?



Drowned Priest’s Torch
Scepter
+7 Enhancement Bonus, Combustion 114, Insightful Faith, Yellow Augment Slot (preslotted: Underwater Action), Red Augment Slot (preslotted: Devotion 114) (Insightful Faith: +2 Insight Bonus to turn level, +2 Insight to maximum hit dice, +4 Insight to total hit dice)
stretch goal: insightful faith into red augment, slotted; devotion 114 as a base mutation

I see you have answered many faithful players' prayers



Devourer’s Reaping
Sickle
+7 Enhancement Bonus, Greater Vorpal, Doublestrike 14%, Hemorrhaging, Red Slot, Colorless Slot

might useit. sickles are hard to judge.



Saint Mur’ay's Fire
Rune Arm
Electrical Storm, Max Charge Tier V, Imbue: Electric VI, Potency +76, Magnetism +114, Inherent Elemental Resistance, Greater Arcane Lore, Blue Augment Slot

more rune arms is always a good thing. and this one seems good.



Ruby of the Ocean’s Waves
Ruby Augment
Crushing Wave augment

seems good


Sapphire of the Ocean’s Depths
Sapphire Augment
Crushing Wave Guard Augment

see guard effect argument mentioned above


Eternal Anthem
Topaz Augment
Anthem Augment
[/QUOTE]
My swashbuckler needed this.

memloch
05-15-2014, 08:34 AM
As mentioned by Steelstar, all these items are ML 24; the content is ML 25.

Will all items be BTA?


Pirate Hat
Helm
+8 CHA, +3 Insightful CHA, True Seeing, Heavy Fort (via blue slot augment), Colorless Augment Slot

Perhaps create a new augment with Fort 115% or 120%


Cursed Blade of Jack Jibbers
Clickable Item
Animate Ally on self for two minutes, one charge per rest. (Can be used while dead). Exclusive. Runs a blade through your chest.

Like this


Broken Music Box
Trinket
Blue Slot, Yellow Slot, Colorless Slot. When all slots are filled, gains Cacophonic Guard

Add another ability to this and it is a contender. Would like to see a purple slot.


Mutineer’s Blade
Rapier
+7 Enhancement Bonus, Dexterity +8, Ghostbane XIII*, Brilliance, Coruscating, Improved Disruption, Red Augment Slot
*(8d4 damage)
(Durability and hardness to be improved)

IMO Dex is a waste of time on this weapon. It will not be equipped all the time.


Drowned Priest’s Torch
Scepter
+7 Enhancement Bonus, Combustion 114, Insightful Faith, Yellow Augment Slot (preslotted: Underwater Action), Red Augment Slot (preslotted: Devotion 114) (Insightful Faith: +2 Insight Bonus to turn level, +2 Insight to maximum hit dice, +4 Insight to total hit dice)
stretch goal: insightful faith into red augment, slotted; devotion 114 as a base mutation

Like the item as a mace


Eternal Anthem
Topaz Augment
Anthem Augment

Will farm this

patang01
05-15-2014, 08:44 AM
I don't think there are any non-weapons or shields that have a red/purple/orange slot. It wouldn't be appropriate to have a non-weapon item where one can put a damage augment that does nothing.

Spell power.

Sokól
05-15-2014, 08:58 AM
I like the boots and the pirate hat, that +8 cha could be a +9...

Gloves, change some of the abilities to augments and we have a winner :)

I like the dart but I think people would like a shuriken with these stats!

120 impulse at least on the googles and I might just use them.

Like the augments and flavor stuff.

If you do some of the changes people are suggesting esp. with the gloves (Jotmon´s idea) and this update will be a success :)

Blackheartox
05-15-2014, 09:08 AM
Pirate hate is amazing, dart is quite good, clickie is cool, gloves are useful, boots are ok, augments seem useful.
Rest, pretty much cant figure out why i would want to get those items.

In all honesty, i was pretty confident we would get some kind epic set items with unique stuff to make it appealing and fun to use at level.
Kinda funny how you made heroic items in horns with +8 to stats at lv 15 and you pull your punches for lv 24 items.
Really funny

Beethoven
05-15-2014, 09:21 AM
Thanks DrOctothorpe for posting this list, it's appreciated. It looks like the general direction you are going with most items is to give them two effects nice for leveling and two that can remain viable late game, then reduced the ML to make the gear useful for a number of level. Generally, I like the idea.

So, the only real disapointment with the pack for me is that it is level 25. I don't mind it not being end-game level, but was hoping for it to be at least level 26. The simple reason being that level 26 would open it to more diverse level groups without breaking anybodies streak. 25 means streaks will be broken the moment a level 28 enters. It is but a minor thing to me and doubt it wioll change still, but pointing it out regardless.



Barnacled Buckler
Buckler
+7 Enhancement Bonus, Heightened Awareness, Inherent Elemental Resistance, Corrosive Salt Guard, Vulnerability Guard , Purple Augment Slot (Vulnerability Guard - Chance on being damaged to do AOE 3 Stacks of Vulnerability)

Heightened Awareness for Reflex Saves and Inherent Resistance are generally nice things to have. The Guards nice for leveling. Guards, like others already pointed out, are relative useless with the way Epic Elites work currently, but I chalk this up to a weakness in the design of this particular difficulty rather than a weakness with this specific item.



Kobold Admiral’s Ship Wheel
Buckler
+7 Enhancement Bonus, Dodge 6%, Axeblock VII, Hammerblock VII, Green Augment Slot (Preslotted: Balance), Colorless Augment Slot (Preslotted: Swim)


This one is nice if you have a hard time fitting dodge into another slot, but otherwise it looks relative weak even for leveling alone.



Pirate Hat
Helm
+8 CHA, +3 Insightful CHA, True Seeing, Heavy Fort (via blue slot augment), Colorless Augment Slot


Great item. Basically slightly less powerful version of the Blue Dragon Helm that is easier to acquire.



Cannoneer’s Goggles
Goggles
Wizardry IX, Impulse 114, 5% SP Discount to Spells, Green Augment Slot - slotted with +8 DEX


Wizardry IX and SP discount probably makes this one of the better SP items (there is gear that gives more SP, but the discount is likely to more than make up for it) and it comes with a Green Slot. I like it.



Cursed Blade of Jack Jibbers
Clickable Item
Animate Ally on self for two minutes, one charge per rest. (Can be used while dead). Exclusive. Runs a blade through your chest.


Neat clicky and comes with a nice flavor. Great item.



Iron Mitts (may rename)
Gloves
Strength +8, Healing Amp 30%, Vitality +40, Resistance +7, Colorless Augment Slot


Vitality 40, Healing Amplification 30% and a slot makes it superior to any of the other Healing Amplification Gloves even late game. It doesn't require a huge grind to get them either, so there really is no reason to not upgrade (other than the set bonus from eClaw). I like it.



Broken Music Box
Trinket
Blue Slot, Yellow Slot, Colorless Slot. When all slots are filled, gains Cacophonic Guard


I love the concept and idea behind the item. Cacophonic Guard seems a little underwhelming. Personally I think the item could do with an upgrade to some sort of Improved Cacophonic Guard that has a chance to trigger a short time stun effect. Also, would probably add (or replace the Colorless) slot with a Purple to make it more unique. The idea designing it as sort of Parrot shaped Ion Stone has a lot merit to it.



Orcish Privateer’s Boots
Boots
Speed X, Feat: Freedom of Movement, Sovereign Fire Resistance, Fire Absorbtion 30%, Clear Augment Slot (Preslotted - Intimidate +15)


There are currently only two items with FoM and one is a staff. It's a great upgrade to the Delving Boots and probably something any non Warforged/non Bladeforged toon that cannot cast FoM as spell wants to have.



Mizzen-Mast Splinter
Greatclub
+7 Enhancement Bonus, 3[w], Fracturing, Improved Destruction, Felling the Oak, True Chaos, Taint of Chaos, Red Augment Slot


Greatclubs are fun, Felling the Oak is fun. It is really hard to build for efficiency and justify going Greatclub which is more than likely to make this but a flavor item.



Mutineer’s Blade
Rapier
+7 Enhancement Bonus, Dexterity +8, Ghostbane XIII*, Brilliance, Coruscating, Improved Disruption, Red Augment Slot
*(8d4 damage)
(Durability and hardness to be improved)


There are not a lot of piercing/dex based undead beaters so this fills a niche.



Coffin Nail
Dart
3.5[w], +7 Enhancement Bonus, 8% Doubleshot, Keen III, Improved Paralyzing, Improved Slowburst, Improved Vorpal, Red Slot (Note that the weapon will actually be 4[w] due to the extra 0.5 from Imp. Vorpal)


As others pointed out, while good it won't make up for being a dart. Still a nice thrower and to me a must-have alone for flavor.


Drowned Priest’s Torch
Scepter
+7 Enhancement Bonus, Combustion 114, Insightful Faith, Yellow Augment Slot (preslotted: Underwater Action), Red Augment Slot (preslotted: Devotion 114) (Insightful Faith: +2 Insight Bonus to turn level, +2 Insight to maximum hit dice, +4 Insight to total hit dice)
stretch goal: insightful faith into red augment, slotted; devotion 114 as a base mutation


It's not the best in slot, it is not bad either. I really think it should be a light mace though.



Devourer’s Reaping
Sickle
+7 Enhancement Bonus, Greater Vorpal, Doublestrike 14%, Hemorrhaging, Red Slot, Colorless Slot


Do we actually have any good, named sickles? I can't think of one. So, I am sure many Swashbuckler will appreciate.



Saint Mur’ay's Fire
Rune Arm
Electrical Storm, Max Charge Tier V, Imbue: Electric VI, Potency +76, Magnetism +114, Inherent Elemental Resistance, Greater Arcane Lore, Blue Augment Slot


This item comes up second against too many competing choices (including the Glass Cannon).



Ruby of the Ocean’s Waves
Ruby Augment
Crushing Wave augment


Crushing Wave should not over-ride Crushing Waves from other toons, if only one Crushing Wave can be active on an individual mob the effect would be mostly useless outside of solo play and giving up a red slot for solo play only makes little sense. It does stack with other Crushing Waves, great augment, if not ... bad.



Sapphire of the Ocean’s Depths
Sapphire Augment
Crushing Wave Guard Augment


Similar to above with the additional drawback that it is a guard.



Eternal Anthem
Topaz Augment
Anthem Augment

I am a huge fan of putting more various effects on augments, so this one gets a two thumps up from me alone for being an augment.

droid327
05-15-2014, 10:00 AM
Coffin Nail
Dart
3.5[w], +7 Enhancement Bonus, 8% Doubleshot, Keen III, Improved Paralyzing, Improved Slowburst, Improved Vorpal, Red Slot (Note that the weapon will actually be 4[w] due to the extra 0.5 from Imp. Vorpal)


And Returning, right.....?

memloch
05-15-2014, 10:18 AM
Spell power.

Yes a purple slot on a trinket would be great. Allows for spell power options for many melee based spell casters. ie: Paladins, Bards, Rangers, etc

Grimlock
05-15-2014, 10:52 AM
*head desk*

Aelonwy
05-15-2014, 10:55 AM
Barnacled Buckler
Buckler
+7 Enhancement Bonus, Heightened Awareness, Inherent Elemental Resistance, Corrosive Salt Guard, Vulnerability Guard , Purple Augment Slot (Vulnerability Guard - Chance on being damaged to do AOE 3 Stacks of Vulnerability) [/QUOTE]

I would really prefer Parrying #whatever to heightened awareness. Also assuming this buckler has a unique appearance I would like to echo this poster's suggestion as an awesome idea...


Suggestion: Drop the corrosive guard and vulnerability guard. Make it a buckler out of living barnacles... Greater Regeneration and 30% Healing Amp.
Oh and to continue the living magical barnacle idea, maybe underwater action.



Kobold Admiral’s Ship Wheel
Buckler
+7 Enhancement Bonus, Dodge 6%, Axeblock VII, Hammerblock VII, Green Augment Slot (Preslotted: Balance), Colorless Augment Slot (Preslotted: Swim)

I'm really unsure about this one. I mean I would much prefer Spearblock VII to Hammerblock anything, the dodge either needs to be improved to 8% or removed for some other desirable effect like blur for instance.



Pirate Hat
Helm
+8 CHA, +3 Insightful CHA, True Seeing, Heavy Fort (via blue slot augment), Colorless Augment Slot

Its decent. Could be better but decent enough that it certainly doesn't deserve criticism.



Cannoneer’s Goggles
Goggles
Wizardry IX, Impulse 114, 5% SP Discount to Spells, Green Augment Slot - slotted with +8 DEX

Not sure I can actually see myself using this item. That's not to say its awful or anything, it just doesn't consolidate anything for my particular characters without competing for something else that's a must have in that slot. I tell you what though if it had an additional colorless slot than at least two of my alts could use it and maybe two more if I shuffled things around.



Cursed Blade of Jack Jibbers
Clickable Item
Animate Ally on self for two minutes, one charge per rest. (Can be used while dead). Exclusive. Runs a blade through your chest.

Sounds cool.



Iron Mitts (may rename)
Gloves
Strength +8, Healing Amp 30%, Vitality +40, Resistance +7, Colorless Augment Slot

I would either change the resistance to +8 or change the resistance to a slotted resistance augment so that ppl could customize this a bit more or allow for it to grow with the character.



Broken Music Box
Trinket
Blue Slot, Yellow Slot, Colorless Slot. When all slots are filled, gains Cacophonic Guard

While i think filling the slots adding a hidden effect is a genius idea, I am really disappointed that i can't slot spellpower on this item. Consider changing the blue slot to a purple slot with a note on the item that rubies of various damage only work on weapons and shields. Also consider adding Sonic Lore somehow.



Orcish Privateer’s Boots
Boots
Speed X, Feat: Freedom of Movement, Sovereign Fire Resistance, Fire Absorbtion 30%, Clear Augment Slot (Preslotted - Intimidate +15)

Once again a terrific item but that clear slot ...please please make it yellow so I can put feather fall on it. Please!



Mizzen-Mast Splinter
Greatclub
+7 Enhancement Bonus, 3[w], Fracturing, Improved Destruction, Felling the Oak, True Chaos, Taint of Chaos, Red Augment Slot

A greatclub? Huh. Not for me. Neat idea though.



Mutineer’s Blade
Rapier
+7 Enhancement Bonus, Dexterity +8, Ghostbane XIII*, Brilliance, Coruscating, Improved Disruption, Red Augment Slot
*(8d4 damage)
(Durability and hardness to be improved)

I like this weapon very much, but i'd rather have some other damage option than the Dex +8 on this item like Greater Sunburst or Holy # or perhaps eldritch # or a sonic damage type. Seriously I would rather just about anything other than the Dex +8.



Coffin Nail
Dart
3.5[w], +7 Enhancement Bonus, 8% Doubleshot, Keen III, Improved Paralyzing, Improved Slowburst, Improved Vorpal, Red Slot (Note that the weapon will actually be 4[w] due to the extra 0.5 from Imp. Vorpal)

A stiletto shaped throwing dagger would have appealed to me more. Otherwise cool.



Drowned Priest’s Torch
Scepter
+7 Enhancement Bonus, Combustion 114, Insightful Faith, Yellow Augment Slot (preslotted: Underwater Action), Red Augment Slot (preslotted: Devotion 114) (Insightful Faith: +2 Insight Bonus to turn level, +2 Insight to maximum hit dice, +4 Insight to total hit dice)
stretch goal: insightful faith into red augment, slotted; devotion 114 as a base mutation

I can't see using this on my cleric. Give it a couple fire damage effects, and I might use it situationally.



Devourer’s Reaping
Sickle
+7 Enhancement Bonus, Greater Vorpal, Doublestrike 14%, Hemorrhaging, Red Slot, Colorless Slot

Its ok. Sure hope there is flavor text about being used as a pirate's hooked hand.



Saint Mur’ay's Fire
Rune Arm
Electrical Storm, Max Charge Tier V, Imbue: Electric VI, Potency +76, Magnetism +114, Inherent Elemental Resistance, Greater Arcane Lore, Blue Augment Slot

This is just unappealing in every conceivable way. Please change this rune arm into either an epic level Light damage rune arm or make this a unique Sonic damaging rune arm as an earlier poster suggested.



Ruby of the Ocean’s Waves
Ruby Augment
Crushing Wave augment

Sapphire of the Ocean’s Depths
Sapphire Augment
Crushing Wave Guard Augment

Eternal Anthem
Topaz Augment
Anthem Augment

New augments! Fantastic! I really hope the anthem augment actually works. No offense but that effect has a track record of not working properly at first each time its introduced on a new item.

I feel like there are some major missed opportunities here, there should have been a new scimitar(saber)... an iconic pirate weapon, a new dagger, a new repeating crossbow or possibly great crossbow, what about an axe? Didn't pirates use axes on ship? To cut mooring lines and ropes if nothing else. A light or heavy mace that is a pirate's peg leg?

What about a cloak made of sailcloth? A belt made of rope? And heck yeah bring on the pirate cosmetic costume and parrot cosmetic pet!
Eye Patch cosmetic goggles!!

Also realized there are no rings or necklaces or anything that represents pirate treasure. At the very least there should be a gem encrusted docent.

PermaBanned
05-15-2014, 11:15 AM
I also thought than an Epic Pirate treasure map would have been an awesome item to keep the interest of E3BC high enough for the rest of our days.

Think about it: you could farm an item (with reasonably high drop rates) that gives you a +2 Loot bonus to the chest that you loot. That would make EVERY single powergamer to keep farming them over and over and over. We all want more +11 stats random gen items.

However, they missed this boat by not epicfying the old treasure.

DrOcto, if you are reading this: add the Epic treasure map to the loot. Give it a flat 10% to drop in every single E3BC chest wilderness and 30-50% drop rate in EE Quest chests (not just end chests but every chest, gives us a reason to run some optionals if those give chests). Do this, and I could actually be excited about running E3BC.

^This^ plus:

Also realized there are no rings or necklaces or anything that represents pirate treasure. At the very least there should be a gem encrusted docent.

Got me to thinking... What about a (Jewelry?) item with a permanent +1 Loot Boost? Make it stack with loot gems & bonus days, maybe give it a Colorless slot for the Master's Gift and bingo! You have an ultimate swap item that everyone will want. It would be Epic, not OP and IMHO very frickin' cool.

DocOc, please make it so!

Raoull
05-15-2014, 11:24 AM
Hey Lamannians – you’ve seen a bit of the new Epic Three Barrel Cove loot in Landscape chests. With the new Lamannia prop, you’ll begin finding more in the quest end-chests. To get your feedback more directly, and save you a little trouble, here’s a complete treasure list for the update. NOTE! The release is still in development. Some of these items are expected to change, or possibly even fall off of the final release list!

As mentioned by Steelstar, all these items are ML 24; the content is ML 25.

Barnacled Buckler
Buckler
+7 Enhancement Bonus, Heightened Awareness, Inherent Elemental Resistance, Corrosive Salt Guard, Vulnerability Guard , Purple Augment Slot (Vulnerability Guard - Chance on being damaged to do AOE 3 Stacks of Vulnerability)

Kobold Admiral’s Ship Wheel
Buckler
+7 Enhancement Bonus, Dodge 6%, Axeblock VII, Hammerblock VII, Green Augment Slot (Preslotted: Balance), Colorless Augment Slot (Preslotted: Swim)


Shields have to be much better than this. Heightened awareness? Really? Why not something useful like Superior Parrying? Guards are horrible at end game due to the dangers of being hit.

At this point, make shields OP. Especially if you can make them OP in ways that don't benefit casters. S&B melees are so underpowered now that it would be hard to think of a shield so good it could be considered OP.


Pirate Hat
Helm
+8 CHA, +3 Insightful CHA, True Seeing, Heavy Fort (via blue slot augment), Colorless Augment Slot

Cannoneer’s Goggles
Goggles
Wizardry IX, Impulse 114, 5% SP Discount to Spells, Green Augment Slot - slotted with +8 DEX


Both decent, if unspectacular, items. Dex on goggles seems odd, but with a discount to SP, it will have some uses. Impulse and Kinetic Lore (and dropping either the wizardry or the green slot) would be way better.


Cursed Blade of Jack Jibbers
Clickable Item
Animate Ally on self for two minutes, one charge per rest. (Can be used while dead). Exclusive. Runs a blade through your chest.


wow... awesome
Anything with a brand new ability is cool. This is huge.
An interesting twist on being able to raise yourself though, as many people will be unable to heal, and there is that 2 min limit. Yet the core ability (raise self while dead) is so inherently powerful it is still awesome, and much better game design than simply raising yourself.

Does dying while animated cause another death penalty?


Iron Mitts (may rename)
Gloves
Strength +8, Healing Amp 30%, Vitality +40, Resistance +7, Colorless Augment Slot


I still use PDKs as a swap in for the Hamp. These are a small upgrade. The resistance/str will probably not be useful at end game, but I rarely slot vitality that high, so that will be. And since you want extra HPs at the same time you'd want Hamp, a nice combo. Would be nice to have a yellow instead of a clear to allow a thematic deathblock / fear immunity / whatever slotted.

Not awesome, but I'll use them, so I can't really complain.


Broken Music Box
Trinket
Blue Slot, Yellow Slot, Colorless Slot. When all slots are filled, gains Cacophonic Guard


Eh... interesting idea.... but poor execution. Mainly, because guards are so bad. Put a useful effect there, and this would be nice.

However, while the idea is interesting, the fact that any augment satisfies the requirements makes that trivially easy. It would be cooler if the augment choices modified the effect. Perhaps make the effect dependent on the total min level of all augments. Or maybe make the slots orange/green/purple and then have the colors of augments used change the effect given.


Orcish Privateer’s Boots
Boots
Speed X, Feat: Freedom of Movement, Sovereign Fire Resistance, Fire Absorbtion 30%, Clear Augment Slot (Preslotted - Intimidate +15)


Anything that means I don't have to keep farming VoN for some boots is a huge win in my book. These are full of extra win by having another swap in usage (fire defense) even at cap. Awesome utility item, yet not overpowered.


Mizzen-Mast Splinter
Greatclub
+7 Enhancement Bonus, 3[w], Fracturing, Improved Destruction, Felling the Oak, True Chaos, Taint of Chaos, Red Augment Slot


Felling the Oak is a nice effect, but not enough to make this worthwhile. Felling isn't enough to make an item useful on its own (and if it were, the qstaff is 4 minlvls lower).


Mutineer’s Blade
Rapier
+7 Enhancement Bonus, Dexterity +8, Ghostbane XIII*, Brilliance, Coruscating, Improved Disruption, Red Augment Slot
*(8d4 damage)
(Durability and hardness to be improved)


The dex is just wasted, but other than that pretty solid. Would be awesome if it were slash/blunt damage instead of pierce, but as is this probably the best weapon in game for non-zombie/skelly undead, so it is hard to argue with it.


Coffin Nail
Dart
3.5[w], +7 Enhancement Bonus, 8% Doubleshot, Keen III, Improved Paralyzing, Improved Slowburst, Improved Vorpal, Red Slot (Note that the weapon will actually be 4[w] due to the extra 0.5 from Imp. Vorpal)


slightly interesting, just due to everyone having dart proficiency plus the effects that are useful without doing much damage. I can see a cleric or other support character using it (especially combined with pin/whistler). But.... underpowered anyway. A good cleric will be spending too much time on SLAs to bother tossing a dart.


Drowned Priest’s Torch
Scepter
+7 Enhancement Bonus, Combustion 114, Insightful Faith, Yellow Augment Slot (preslotted: Underwater Action), Red Augment Slot (preslotted: Devotion 114) (Insightful Faith: +2 Insight Bonus to turn level, +2 Insight to maximum hit dice, +4 Insight to total hit dice)
stretch goal: insightful faith into red augment, slotted; devotion 114 as a base mutation


Huh... interesting. Probably won't get much use though. In general, a single element item that pairs spell power and lore is enormously better than an item with two types of spell power.
Still, insightful turn boosts give it a very small niche.


Devourer’s Reaping
Sickle
+7 Enhancement Bonus, Greater Vorpal, Doublestrike 14%, Hemorrhaging, Red Slot, Colorless Slot


no idea what type of toon would want this, especially as minlvl 24. I guess if it can be used by a swashbuckler it could be decent, but I currently have no real idea what would be good on one of those.


Saint Mur’ay's Fire
Rune Arm
Electrical Storm, Max Charge Tier V, Imbue: Electric VI, Potency +76, Magnetism +114, Inherent Elemental Resistance, Greater Arcane Lore, Blue Augment Slot


Eh.... since the change in how lore works, Greater Arcane Lore is like giving gamers the finger. A minlvl 1 electric lore item has like twice the lore of this.... Change to lightning lore, and it looks solid.
[/red]

[COLOR=#ffd700]Ruby of the Ocean’s Waves
Ruby Augment
Crushing Wave augment


I think this would be the highest DPS augment in the game, so it is definitely decent. Wouldn't be by much though, and its cold and a funky DoT, so not overpowered.


Sapphire of the Ocean’s Depths
Sapphire Augment
Crushing Wave Guard Augment


guard = vendor trash


Eternal Anthem
Topaz Augment
Anthem Augment


Awfully narrow in purpose, but decent at that purpose.






Comments in red

All in all, not too bad. The only real "wow, want those" items I see are the FoM boots (just for that one ability, but the rest is nice too), and the self animating clicky.

It would be nice if the lousy stuff was made less lousy, but nearly all updates include worthless shields, so that isn't new. An awesome buckler would probably make the new swashbuckler stuff more enticing though. I think that's the biggest disappointment.

I really like the BTAness of it all. Doing epic alts is such a pain now with Twist grinding and the like, anything that makes it easier is nice.

Earthbound Misfit
05-15-2014, 11:43 AM
No 'Eternal Lockpick'? I may have to rage-quit

patang01
05-15-2014, 11:51 AM
Yes a purple slot on a trinket would be great. Allows for spell power options for many melee based spell casters. ie: Paladins, Bards, Rangers, etc

Yup, and it would make the trinket unique outside the many non spell power trinkets and the few narrow spell power trinkets. Spell power augments are still 1 or 2 step lower compared to similar ML items anyways so it wouldn't be over powered. The guard effects needs to be sharpened a little tho. Maybe guard if you put a blue augment in (with filling the others) or a proc like thunderstrike if you put a red in. Whatever.

Thrudh
05-15-2014, 12:07 PM
I'm loving that you added a Turn Undead item... very cool.

noble_pirate
05-15-2014, 12:10 PM
boots are good
gloves - under question
bard augment - maybe useful

all other is just useless ....

not worth to wear, neither to grind for sell..

so with such loot - new pack is already just a waste of time of developers even before release, bcoz ppl will run it only once

make loot better while its possible

Saekee
05-15-2014, 12:10 PM
Broken Music Box
Trinket
Blue Slot, Yellow Slot, Colorless Slot. When all slots are filled, gains Cacophonic Guard


How about: no minimum level--just make it like a random trinket that is craftable that then comes with all those slots (Make them Purple, Green, Colorless).
Have the hidden effect be a cacophonic guard whose strength is based on the weakest augment, i.e. (level 8) Minor cacophonic guard, (level 12) lesser, (level 16) normal, (level 20) major, (level 24) greater, (level 28) uber epic, (level 30) sexy.

This would make it a fascinating object to gear and re-gear at various levels. Someone will always have a use for it, especially classes that are starved for blue slots, i.e. a min-12 version could have vitality, heavy fort, and resist+4, be crafted with mobility and ranged alacrity, etc.

Thrudh
05-15-2014, 12:13 PM
The helm is solid. Much more difficult to get that exact same stat config on a Tor helm, and if you're not using the set bonus, this helm is just as good.

I love the dart (I'd suggest making it a throwing dagger too)

And the self-raise clickable is awesome for saving a wipe.

hi_sa1nt
05-15-2014, 12:22 PM
No 'Eternal Lockpick'? I may have to rage-quit

This.

Saekee
05-15-2014, 12:30 PM
I love the dart (I'd suggest making it a throwing dagger too)



As some have mentioned above, though, it is not a returning weapon. I think we need a special thread for a build that would use it--the one-shot uber dart.

Caprice
05-15-2014, 12:42 PM
I generally like what I see here. There are a few gaps being filled (e.g. bucklers) and that's nice. There are a couple situationally BiS items and lots that are generally useful sidegrades from other options. I approve! Not everything here has to be better than items from somewhere else, especially since this is probably going to be an easier place to get drops than elsewhere; personally I disagree with direct comparisons to raid gear, and I feel that eTBC is probably going to be easier to PUG than EH Tor - or solo on a first life.

Some specific comments:

Bucklers - I like that the 2 bucklers are broadly describable as 1 offensively oriented and 1 defensively oriented. However I feel that Guard effects are terrible in anything but trivial content. Swashbucklers get a few "do damage when not hit" effects from their PrE and are not going to be particularly sturdy builds in general, so maybe switch these either to more "do damage when not hit" effects or switch them to something defensive? IMO d6 HD melee classes should not be nudged towards being required to take damage to be effective, as that makes EEs particularly tough on them. Encouraging them to be in melee range is acceptable(...-ish), but losing a quarter of your health bar for a 5% chance of increasing damage done to NPCs by 3% is not a winning proposition.

Cursed Blade of Jack Jibbers - I laughed when I saw this. It will be fun and unique, and I really hope that we do get the same impaled graphic as the real Jibbers. I solo a lot and if anything I am concerned that it might even be slightly too good, since if I mess up I can pop this and have a really good chance of avoiding a restart or re-entry penalty and I can do that on every shrine. Is there any way to make this not reusable after every shrine, e.g. give it 2 charges and make the effect use up 2 charges, but make it recharge "1/day" so that you can only use it every other shrine (or 3 or 4...)?

Iron Mitts - I really like these gloves, since I feel that they are a solid upgrade from the PDK gloves for most people. It'll be good to have something other than a level 20 item (or GoE) slotted here on my fleshies. However I find it interesting to see how varied the opinions are on them - we've seen both "awesome!" and "absolutely terrible!" on this one already. It would be nice to see 30% healing amp in some other slot someday, but I can understand that you need to balance that against how good that would be paired with the Gauntlets of Eternity.

Mutineer's Blade - Attribute bonuses on weapons are extremely non-optimal. Either you have to double slot the bonus elsewhere or it constrains you to a very limited set of weapons. Could we please get something else on this? Since Swashbuckling is fairly good with light maces I might have preferred one of those for blunt bypass on skeletons and liches, but I can't fault you for going with a rapier.

Coffin Nail - This looks quite interesting for a non-shuriken thrower. Unfortunately that is quite the flavor build niche at the moment. Hopefully they'll get better for the min-max crowd once(/if?) the previously mentioned idea of iterating on throwing comes through, but for those niche builds I think that this will be a great item.

Saint Mu'ray's Fire - I was hoping for a sonic runearm to synergize with the proposed Artibuckler option. Oh well. Lightning is better for actual Artificers and the double-imbue Glass Cannon is going to be far better for melee Artificers anyway, so it not like there is a clear need for one. It'll be interesting to see if this makes Lightning a strong choice for EE artificers again.

Drowned Priest’s Torch - I am underwhelmed by the Turning boost and hope that you acheive your stretch goal. As other people have said, Turning really doesn't seem to be much of a thing in DDO.

Devourer’s Reaping - This is likely to be an extremely good choice for non-raiding Swashbucklers.

Sapphire of the Ocean’s Depths - I reiterate my concerns about guard effects.

Eternal Anthem Augment - Does this mean you are actually fixing the Anthem effect on all the items it doesn't work on, or have you given up on those and are giving us an alternative? I have not tested the Anthem sources recently so maybe they are all fixed already and I am just not aware, but many were broken for quite a long time.

For my part I am fine with the pre-slotted augments in general. I can always slot something other than Swim (or whatever) in if I need to, and it doesn't hurt to have it if I don't. These are appropriate for the TBC theme, IMO.

Sokól
05-15-2014, 12:57 PM
As some have mentioned above, though, it is not a returning weapon. I think we need a special thread for a build that would use it--the one-shot uber dart.

lmao

PsychoBlonde
05-15-2014, 01:20 PM
I have a suggestion to make this loot REALLY unique--make more of it like the Broken Music Box but make the effect you get depend on WHAT augments you have socketed. Using the Music Box as an example, since it has 3 slots (Blue, yellow, colorless) you could do this:

3 colorless augments = Cacophonic Guard
2 Colorless and a Blue = Lightning Strike guard
2 colorless and a yellow = corrosive salt guard
colorless, yellow, blue = earthgrab guard
No augments = dance guard

But do that with all the items, so you could get different effects from using different augments or combinations of augments. THAT would be nifty.

lyrecono
05-15-2014, 01:24 PM
Hi doc oc,
Good job on the post, this helps all of us out.
I understand that every pack needs good items and "joke" items, the flavor of the items is well done
many have already their opinion, all i can say is: for wilderniss items, these items range from goof (the cha hat) to questionable :

Kobold Admiral’s Ship Wheel
Buckler
+7 Enhancement Bonus, Dodge 6%, Axeblock VII, Hammerblock VII, Green Augment Slot (Preslotted: Balance), Colorless Augment Slot (Preslotted: Swim)
too weak
Pirate Hat
Helm
+8 CHA, +3 Insightful CHA, True Seeing, Heavy Fort (via blue slot augment), Colorless Augment Slot
good stuff
Cannoneer’s Goggles
Goggles
Wizardry IX, Impulse 114, 5% SP Discount to Spells, Green Augment Slot - slotted with +8 DEX
+8 stat augment? are you finaly lowering levels on augments?
Cursed Blade of Jack Jibbers
Clickable Item
Animate Ally on self for two minutes, one charge per rest. (Can be used while dead). Exclusive. Runs a blade through your chest.
i can see the fun in this XD, i cant wait until i see party members die due to the rotting damage XD
Iron Mitts (may rename)
Gloves
Strength +8, Healing Amp 30%, Vitality +40, Resistance +7, Colorless Augment Slot
Too much trouble for it to be useful. change the sloth into a red one (elemental punch anyone?)

Broken Music Box
Trinket
Blue Slot, Yellow Slot, Colorless Slot. When all slots are filled, gains Cacophonic Guard
The best weapons in the game at this lv are the CitW weapons, the ones you gave away in a box, they go well with the planar focus, others favor the somewhat rarer lithany, some use the head of good fortune/manual of stealthy pilfering. for what niche character is this augment made?

Orcish Privateer’s Boots
Boots
Speed X, Feat: Freedom of Movement, Sovereign Fire Resistance, Fire Absorption 30%, Clear Augment Slot (Preslotted - Intimidate +15)
ok-ish for thunderpeaks i guess, definitely not bad for a wilderness area item
Mizzen-Mast Splinter
Greatclub
+7 Enhancement Bonus, 3[w], Fracturing, Improved Destruction, Felling the Oak, True Chaos, Taint of Chaos, Red Augment Slot
Uhmmm, you do know that the only reason we keep the "greatclub of the Scrag" around is to make overcompensation jokes, right?
Mutineer’s Blade
Rapier
+7 Enhancement Bonus, Dexterity +8, Ghostbane XIII*, Brilliance, Coruscating, Improved Disruption, Red Augment Slot
*(8d4 damage)
(Durability and hardness to be improved)
8d4... roughly 16 damage vs ghosts? meh, i'll stick to triple pos greensteel &ghostly item
With the amount of mob types in the game, i already feel like i'm carting a golf cart of weapons behind me, low inventory space forces me to be picky. his will be vendor trash for me and i expect a few more....

Coffin Nail
Dart
3.5[w], +7 Enhancement Bonus, 8% Doubleshot, Keen III, Improved Paralyzing, Improved Slowburst, Improved Vorpal, Red Slot (Note that the weapon will actually be 4[w] due to the extra 0.5 from Imp. Vorpal)
Asuming this is a returning dart: kinda meh, great if it was a (returning) throwing star though


Devourer’s Reaping
Sickle
+7 Enhancement Bonus, Greater Vorpal, Doublestrike 14%, Hemorrhaging, Red Slot, Colorless Slot
Hahahahahaha, looked great untill i saw that it was a sickle.....
Saint Mur’ay's Fire
Rune Arm
Electrical Storm, Max Charge Tier V, Imbue: Electric VI, Potency +76, Magnetism +114, Inherent Elemental Resistance, Greater Arcane Lore, Blue Augment Slot
Useles for anything above epic normal, you are aware that we can get magnetism +150 by that level? potency 90 comes on boots (from fot)
Ruby of the Ocean’s Waves
Ruby Augment
Crushing Wave augment
Sapphire of the Ocean’s Depths
Way better augment compete with this
Sapphire Augment
Crushing Wave Guard Augment
Nobody in his right mind wants to get hit often enough for this to go of enoughEternal Anthem
Topaz Augment
Anthem Augment[/QUOTE]
Meh, doesn't work on heroic lives and bards have plenty of songs by then.


Good start, lots of work still needs to be done, keep it up!

Oxarhamar
05-15-2014, 01:53 PM
How about: no minimum level--just make it like a random trinket that is craftable that then comes with all those slots (Make them Purple, Green, Colorless).
Have the hidden effect be a cacophonic guard whose strength is based on the weakest augment, i.e. (level 8) Minor cacophonic guard, (level 12) lesser, (level 16) normal, (level 20) major, (level 24) greater, (level 28) uber epic, (level 30) sexy.

This would make it a fascinating object to gear and re-gear at various levels. Someone will always have a use for it, especially classes that are starved for blue slots, i.e. a min-12 version could have vitality, heavy fort, and resist+4, be crafted with mobility and ranged alacrity, etc.

Although I liked where you were going with idea basing the gaurd strength off the weakest augment is nonsense. You could slot 2 ML 24 augs and then deathblock then your gaurd is junk. if it worked like you described I would go strength of ML of the item which would be determined by the highest augment.

Gairds are mostly junk anyways in Epics so guess it wouldn't matter much.

Sokól
05-15-2014, 01:55 PM
Kinda funny how you made heroic items in horns with +8 to stats at lv 15 and you pull your punches for lv 24 items.
Really funny

It is Whelon items that are ml 15 Stormhorns are 19 iirc but meh Turbine

Lets take the Pirate hat as an example if you have a caster with the libram +11 cha but he switches that item out for heal scrolls and other things so a +9 cha on the hat would only mean -1 dc while +8 is -2 dc.

So I strongly recommend bumping that hat up to +9 cha :)

Saekee
05-15-2014, 02:46 PM
Although I liked where you were going with idea basing the gaurd strength off the weakest augment is nonsense. You could slot 2 ML 24 augs and then deathblock then your gaurd is junk. if it worked like you described I would go strength of ML of the item which would be determined by the highest augment.

Gairds are mostly junk anyways in Epics so guess it wouldn't matter much.

That is a good point--Deathblock is low min-level but used to endgame.

Seikojin
05-15-2014, 02:54 PM
I think the feedback for these is conclusive: The gear is looking pretty good, but not great. And that everyone likes this early of a full preview of the gear so they can offer feedback for change.

Micki
05-15-2014, 03:15 PM
meh. delete pls

Shmuel
05-15-2014, 03:35 PM
The loot item we need the absolute least is +8 stat items. There is an absolute glut of worthless +8 stat items on named loot in epic levels. No oen wants any of the items that exist this way now, since everyoen is finding +10 or +11 items for all the stats tehy actually care about anyway. The amount of time people spend between level 24 and the time they will be tossing out +8 items is minimal.

Please make all these stat items +11 and ML 28 (insert: pirates often stash stuff too valuable for them to use or some such lore garbage here), or replace them with something else. Making more of what people already clearly do not want is a waste of time and makes you look like you are unaware of what is going on in the game. .

PermaBanned
05-15-2014, 03:57 PM
The loot item we need the absolute least is +8 stat items. There is an absolute glut of worthless +8 stat items on named loot in epic levels. No oen wants any of the items that exist this way now, since everyoen is finding +10 or +11 items for all the stats tehy actually care about anyway. The amount of time people spend between level 24 and the time they will be tossing out +8 items is minimal.

Please make all these stat items +11 and ML 28 (insert: pirates often stash stuff too valuable for them to use or some such lore garbage here), or replace them with something else. Making more of what people already clearly do not want is a waste of time and makes you look like you are unaware of what is going on in the game. .

It's very kind of you to speak on behalf of everyone /head-desk

The difference between stat +8 and +11 is pretty small, best case it's a +2 DC/ability modifier, or +3 THF Dmg/+4 SWF Dmg. Some people even like having bonuses to their nonprimary stats too ;)

If you're using the PDK gloves for heal amp, the Mits are an upgrade; that easy.
The Helm offers both stat 8 & Insightful 3, the Dragon helm is either/or and higher min level.

Not everyone blitzes levels; some people have limited play time, others rotate alts. The amount of real world time those items would be in use will very greatly from player to player & toon to toon.

Suggesting the named items from a quest pack all be 3 min levels above the pack is... /facepalm

PsychoBlonde
05-15-2014, 04:08 PM
It is Whelon items that are ml 15 Stormhorns are 19 iirc but meh Turbine

Lets take the Pirate hat as an example if you have a caster with the libram +11 cha but he switches that item out for heal scrolls and other things so a +9 cha on the hat would only mean -1 dc while +8 is -2 dc.

So I strongly recommend bumping that hat up to +9 cha :)

ER, just out of curiosity why (or even how) would you switch out an item that is off-hand only (libram) to use an item that is main-hand only (heal scroll)?

Lencrennis
05-15-2014, 05:40 PM
Pirate Hat
Helm
+8 CHA, +3 Insightful CHA, True Seeing, Heavy Fort (via blue slot augment), Colorless Augment Slot

Ruby of the Ocean’s Waves
Ruby Augment
Crushing Wave augment

Sapphire of the Ocean’s Depths
Sapphire Augment
Crushing Wave Guard Augment



Alright, two suggestions, one with maths.

Could we get six variants of the Pirate Hat, one for each ability score? Some quick color palette swapping would also be cool from the art department so we look similar, but different!

Secondly the crushing wave augment is very weak as-is. Let's compare the ruby eye of the tempest at ml 24 with the ruby of the ocean's waves.

Ruby Eye of the Tempest, ml 24

24 * 1d20 = 24 * 10.5 = 252 damage
2% procrate
5.04 damage per attack, in an AoE

Ruby of the Ocean's Waves
~210 damage
5% procrate (reportedly)
10.5 damage per attack, single target DoT

The Ruby of the Ocean's Waves looks respectable until you consider that you are going to get procs that overlap. Further, the DoT nature effectively multiplies cold resistance by 3.

The dot lasts 6 seconds. The following is an approximation of the damage reduction of multiple procs at different attack speeds.

**Since the procs are a linear distribution, a proc in the middle of an existing dot will cut proc damage in half on average.**

120 attacks per minute

After a proc, 12 attacks before the dot ends.
Odds of no proc = .95^12, or .54
46% chance of a proc

Damage: .54 * 10.5 + .46 * 5.25 = 8.085 damage per attack

180 attacks per minute

After a proc, 18 attacks.
Odds of no proc = .95^18, or .40
60% chance of a proc

Damage: .4 * 10.5 + .6 * 5.25 = 7.35 damage per attack

300 attacks per minute

After a proc, 30 attacks
21% chance of no proc
79% chance of proc

Damage: .2 * 10.5 + .8 * 5.25 = 6.3 damage per attack

In a room with two enemies, a ruby eye is better. In many single target boss fights, where cold resistance is most likely to be around, the right ruby eye is still better. Further, and most damningly, the ruby of crushing waves becomes weaker and weaker as attack speed goes up. Regrettably, the high attack speed crowd is exactly the sort of crowd that likes proc effects. THF players are still using an eSoS, an epic greataxe of fire, or an epic antique greataxe and really couldn't care less about adding crushing wave to it. Though I love the idea of proc rubies, this one is currently a man without a country and needs some modification to give it a niche.

Suggestions:

Add Tidal, Tidal Burst, or Corrosive Salt to the item, depending on how much of a shot in the arm you're willing to give. They all follow the flavor of the item and increase single-target DPS to make this item competitive in the face of U22's ruby eyes.

Tidal - +2.5 damage per attack
Tidal Burst - +2.5 damage per attack, plus burst effect (burst synergizes well with the whole "swashbuckler" theme of the pack!)
Corrosive Salt - Roughly +120% damage per attack - This one may be too much.

TeacherSyn
05-15-2014, 06:07 PM
There is a little lack of monastic items. We're pretty good on handwraps from other places. How about a new shuriken, maybe? With a red augment slot? Give it a nice name like "Garl's Sailcutter" (After he caught a ninja by surprise, Garl kept this little weapon he found on the ninja's body as a keepsake, often using it to fix sails on his ship.) Make it the highest damage star in-game, like 2d4.

Or perhaps a new outfit? Even great monk fashions fall out of style. And weren't monks arriving in-game when 3BC was first released?

Shmuel
05-15-2014, 06:18 PM
It's very kind of you to speak on behalf of everyone /head-desk

The difference between stat +8 and +11 is pretty small, best case it's a +2 DC/ability modifier, or +3 THF Dmg/+4 SWF Dmg. Some people even like having bonuses to their nonprimary stats too ;)

If you're using the PDK gloves for heal amp, the Mits are an upgrade; that easy.
The Helm offers both stat 8 & Insightful 3, the Dragon helm is either/or and higher min level.

Not everyone blitzes levels; some people have limited play time, others rotate alts. The amount of real world time those items would be in use will very greatly from player to player & toon to toon.

Suggesting the named items from a quest pack all be 3 min levels above the pack is... /facepalm

There are tons of epic +8 items . very few +11 ones. Its not about speaking for everyone, because this is not about opinions. It is about the FACT that +8 stat epic items are plentiful and sell fro low prices on the AH, but +11 ones are in high demand and not even available for every stat. If you take a long time to play what is available already, then new content doesn't need to be made for you, for those of us who have played through everything, these decisions matter more.

viktorserak
05-15-2014, 06:50 PM
As someone said in this thread:

half of the loot you are presenting here is on the scale from good to "little underpowered for its level, but possibly usefull". That is good.

Sadly, the other half is 100 miles deep in the territory of "I will have to beg vendors to accept it, as no one would buy even for them". That buckler? that Greatclub? That Sickle? That Runearm? Thet Music box? Those are items SO bad, that I simply cannot imagine anyone using them and putting the into the game as they are now is waste of development time and effort.

P.S. Fix for the music box is the simpliest: Make it minimum level 1. Lvl restrictions on auguments will keep it from getting overpowered and cacophonic guard is really not ahything to by afraid of on low levels. It wont breake the game and it will make the item usefull. On level 24, music box is simply competing with way Too many good items in trinket slot to be worth considering.

G_Lich
05-15-2014, 07:50 PM
This is coming from a player who plays artificer as main, and has 4 PL's arti. I like the class, I like leveling the class, it's fun... Juggernaut, traditional mixed, or caster/dubbell o'seven build. I'm also a 3.5 DM with an appreciation for flavor and cool factor.

I think this is far worse than both competitors at level, both competitors being Corruption of Nature, and Glass Cannon. Why were others from Tor not included? Because they are all intrinsically flawed in that the damage they deal is the damage that they reduce. Since when have you needed to both A. deal acid damage and B. be protected from acid damage. Most likely the elemental type that you're using vs. something should be the opposite of the elemental resistance you need. I.e. if I'm using an electric runearm, I probably need acid resistance or vice versa. Same goes for cold/fire, It's the fireshield principle, a hot shield deals hot damage but protects from cold... why was this ignored in those trashy Tor runearms. (if you could fix this, please do so, and you won't see the EE RA's getting vendored).

That being said, I'm going to get honest about the new runearm and I'll start with the good.
Magnetism is hard to slot for an arti, because A. I want it enough to slot it somewhere or wear it, and B. It's not important enough to use the red slot on a weapon, especially with the cooler new augments coming out, so spellpower on the arm itself is nice (This is why corruption is good). The arcane lore is nice but in mix-casting classes, the lores aren't so necessary that I can't start looking for individual sources of lore, artis only use 3 types of damage, Impulse, Combustion, Magnetism (with some rare examples using sonic effectively) so greater lore is probably better than the alternative but not extra awesome.

Now with the bad.
Electrical Storm - I have this on Toven's hammer upgraded and it is painful to use. It's probably the slowest moving effect in the game apart from the ki wave (pink double firewall) and you targeting in ddo is such that leading a target for this type of effect is difficult to say the least. The effect is almost always evaded even in EH (with 3 sorc pl's and DC spec its still about half-effective) but more often than not it simply misses, and no amount of aiming for the floor or nearest wall will be useful with mobs that have 50% striding these days. This is why "shot" type runearms simply lead the pack, even glass cannon's effect, while cool looking and fun to use simply doesn't hit hard enough to warrant regular use (and definitely not worth charging)

Fix?: Blue dragon bolt - We haven't had a good straight-shot since Tira's splendor and that's only situationally useful for about 3-4 levels if you have a better alternative waiting for you. If you're really stuck on electric, pick one of these options. In my opinion a more interesting effect would be the new Sun Bolt and a higher potency (like 100) - would be very nice.

Fix#2?: Chain lightning with increased damage and targets per charge tier - Increase DC's to be appropriate to level please and do not make this useless at higher levels for a higher level user.

The name: I'm picky but a joke on Saint Elmo's Fire is kinda meh. Glass Cannon is a good joke'y name, Corruption of Nature is a nice thematic name. Maybe this will make more sense if I see the named it comes from.

Imbue electric 5: eh, it's OK but it definitely doesn't beat the big dice on glass cannon. or even come close. Add sonic/untyped, something. If you could imbue vulnerable instead of damage dice (since this fits thematically with the electric element) I would doff my cap to you sir, this is my new L28 runearm, but so far definitely not, not even worth a bag slot.

Even with those changes, it feels like it's missing something... I like the "trading negatives for positives" that other runearms do, maybe something with that?

While speed is an attractive boost to add, arti's get armor of speed, don't bother. Imbue lightning strike should be reserved for toven's, it's kind of "it's thing" but maybe imbue slicing winds? the damage is abhorrent but at least it's thematic, scirocco or a no-save knockdown would be super awesome, the problem w/ save based stuff is it's either **** or OP, usually ****.


...
Now for the rediculous
...

Where's my Web runearm?

Where's my Prismatic Spray runearm?

Where's my Tendon Slice imbue?

Where's my Blades runearm? (Use shavarath blades graphic, if too intensive on processing, use flat white blades from Demon Queen)

... There are ways to make some super impressive awesome loot (Jack jibbers is a great example) by using existing effects, really start thinking about players carrying around a golfbag of stuff and not a single "this is the best or it's ****" items.

Thank you for reading my 0/5 Wall of Text

droid327
05-15-2014, 08:37 PM
Saint Mur’ay's Fire
Rune Arm
Electrical Storm, Max Charge Tier V, Imbue: Electric VI, Potency +76, Magnetism +114, Inherent Elemental Resistance, Greater Arcane Lore, Blue Augment Slot


http://static.giantbomb.com/uploads/original/1/13641/1897458-murray__by_alsnow_d45uklx.jpg

Please tell me this is St Mu'ray. This has to be St Mu'ray. There is no other way to justify the name.

Although he himself, of course, would be outraged that Taint of Evil was not on his namesake item. Or better yet, Taint of EEEEEEEvil.....

Oxarhamar
05-15-2014, 11:54 PM
That is a good point--Deathblock is low min-level but used to endgame.

That is exactly what I was thinking.

Oxarhamar
05-16-2014, 12:00 AM
This is coming from a player who plays artificer as main, and has 4 PL's arti. I like the class, I like leveling the class, it's fun... Juggernaut, traditional mixed, or caster/dubbell o'seven build. I'm also a 3.5 DM with an appreciation for flavor and cool factor.

I think this is far worse than both competitors at level, both competitors being Corruption of Nature, and Glass Cannon. Why were others from Tor not included? Because they are all intrinsically flawed in that the damage they deal is the damage that they reduce. Since when have you needed to both A. deal acid damage and B. be protected from acid damage. Most likely the elemental type that you're using vs. something should be the opposite of the elemental resistance you need. I.e. if I'm using an electric runearm, I probably need acid resistance or vice versa. Same goes for cold/fire, It's the fireshield principle, a hot shield deals hot damage but protects from cold... why was this ignored in those trashy Tor runearms. (if you could fix this, please do so, and you won't see the EE RA's getting vendored).

That being said, I'm going to get honest about the new runearm and I'll start with the good.
Magnetism is hard to slot for an arti, because A. I want it enough to slot it somewhere or wear it, and B. It's not important enough to use the red slot on a weapon, especially with the cooler new augments coming out, so spellpower on the arm itself is nice (This is why corruption is good). The arcane lore is nice but in mix-casting classes, the lores aren't so necessary that I can't start looking for individual sources of lore, artis only use 3 types of damage, Impulse, Combustion, Magnetism (with some rare examples using sonic effectively) so greater lore is probably better than the alternative but not extra awesome.

Now with the bad.
Electrical Storm - I have this on Toven's hammer upgraded and it is painful to use. It's probably the slowest moving effect in the game apart from the ki wave (pink double firewall) and you targeting in ddo is such that leading a target for this type of effect is difficult to say the least. The effect is almost always evaded even in EH (with 3 sorc pl's and DC spec its still about half-effective) but more often than not it simply misses, and no amount of aiming for the floor or nearest wall will be useful with mobs that have 50% striding these days. This is why "shot" type runearms simply lead the pack, even glass cannon's effect, while cool looking and fun to use simply doesn't hit hard enough to warrant regular use (and definitely not worth charging)

Fix?: Blue dragon bolt - We haven't had a good straight-shot since Tira's splendor and that's only situationally useful for about 3-4 levels if you have a better alternative waiting for you. If you're really stuck on electric, pick one of these options. In my opinion a more interesting effect would be the new Sun Bolt and a higher potency (like 100) - would be very nice.

Fix#2?: Chain lightning with increased damage and targets per charge tier - Increase DC's to be appropriate to level please and do not make this useless at higher levels for a higher level user.

The name: I'm picky but a joke on Saint Elmo's Fire is kinda meh. Glass Cannon is a good joke'y name, Corruption of Nature is a nice thematic name. Maybe this will make more sense if I see the named it comes from.

Imbue electric 5: eh, it's OK but it definitely doesn't beat the big dice on glass cannon. or even come close. Add sonic/untyped, something. If you could imbue vulnerable instead of damage dice (since this fits thematically with the electric element) I would doff my cap to you sir, this is my new L28 runearm, but so far definitely not, not even worth a bag slot.

Even with those changes, it feels like it's missing something... I like the "trading negatives for positives" that other runearms do, maybe something with that?

While speed is an attractive boost to add, arti's get armor of speed, don't bother. Imbue lightning strike should be reserved for toven's, it's kind of "it's thing" but maybe imbue slicing winds? the damage is abhorrent but at least it's thematic, scirocco or a no-save knockdown would be super awesome, the problem w/ save based stuff is it's either **** or OP, usually ****.


...
Now for the rediculous
...

Where's my Web runearm?

Where's my Prismatic Spray runearm?

Where's my Tendon Slice imbue?

Where's my Blades runearm? (Use shavarath blades graphic, if too intensive on processing, use flat white blades from Demon Queen)

... There are ways to make some super impressive awesome loot (Jack jibbers is a great example) by using existing effects, really start thinking about players carrying around a golfbag of stuff and not a single "this is the best or it's ****" items.

Thank you for reading my 0/5 Wall of Text

Sonic imbue rune arm with Soundburst stun shot.

Scraap
05-16-2014, 01:46 AM
Sonic imbue rune arm with Soundburst stun shot.

I gotta admit, a runearm version of the cacophonic verge would definitely send my arty into OCD farming mode.

Seikojin
05-16-2014, 02:07 AM
Bug: Mutineers Blade and Devourer's Reaping have no min level.

droid327
05-16-2014, 02:13 AM
Sonic imbue rune arm with Soundburst stun shot.

Or any number of existing spell templates:

-Single target DOT, pick your favorite element (eg Melfs), maybe self-stacking as well (eg Eladar's)
-DOT area effect (eg Acid Rain)
-Heal effect
-Defensive buff while charged (Ablative armor, elemental absorb/resist, PRR, Radiant Forcefield-like effect)
-DOT aura while charged (eg Death Aura)
-Charm effect (eg Symbol of Persuasion)

Nascoe
05-16-2014, 04:42 AM
Bug: Mutineers Blade and Devourer's Reaping have no min level.

Yeah, while it was fun equipping that rapier and having a swing with a lvl 4 bard (new vet rollup) with it, rocking that lvl content especially around undead on a testing server, I would imagine that is not entirely WAI. If it was, I guess we have found the ultimate TR weapon for all rapier builds and even a solid reason to use that sickle

Gremmlynn
05-16-2014, 05:42 AM
Spell power.I think you missed the point, they aren't going to release an item with a red/orange/purple augment slot that players can potentially slot an unusable damage augment into. So weapon and shields only.

PermaBanned
05-16-2014, 12:32 PM
I think you missed the point, they aren't going to release an item with a red/orange/purple augment slot that players can potentially slot an unusable damage augment into. So weapon and shields only.

That's a pity too. I mean, we already have nonweapon items (Seeker, Deadly, Manslayer, etc) that add to weapon damage or spell power; so why not allow a rare (like on that trinket) nonweapon Orange or purple slot? More wasted opportunities...

memloch
05-16-2014, 01:38 PM
I think you missed the point, they aren't going to release an item with a red/orange/purple augment slot that players can potentially slot an unusable damage augment into. So weapon and shields only.

I guess I am missing your point. Why not. If there was descriptive text included I see no problem. If someone does slot a melee red augment then they will quickly see it does nothing. It would make this trinket very unique and desirable.

razzertothemax3
05-16-2014, 02:18 PM
So you release Epic Gianthold which at least had a couple worth while items. Then you release Epic 3bc with all this trash lol.

EllisDee37
05-16-2014, 02:35 PM
I think you missed the point, they aren't going to release an item with a red/orange/purple augment slot that players can potentially slot an unusable damage augment into. So weapon and shields only.They would still be usable and function properly. Even if you never swing your caster staff/scepter, the effects would still be functional and add to your melee damage if you ever did.

Turbine does consistently disallow non-functional combinations (eg: can't by stuff in the store your character can't use) but no matter what, if you slot a damage augment in a trinket, the effect does indeed function. So this argument doesn't hold up to scrutiny.

There's tons of augments you can slot that do absolutely nothing for you. (A lower level bonus augment compared to an item you have.) DPS red augments are unique in that regardless what other gear you have on, the DPS augment always works. So in a sense, DPS red augments are the last augments this argument would apply to.

Even unarmed, just awkwardly punching with your fists, a DPS red augment would still add damage.

Postumus
05-16-2014, 02:57 PM
Hey Lamannians – you’ve seen a bit of the new Epic Three Barrel Cove loot in Landscape chests. With the new Lamannia prop, you’ll begin finding more in the quest end-chests. To get your feedback more directly, and save you a little trouble, here’s a complete treasure list for the update.

Iron Mitts (may rename)
Gloves
Strength +8, Healing Amp 30%, Vitality +40, Resistance +7, Colorless Augment Slot

Bump it to STR +9. Name it after an NPC or nautical term to give it flavor. "Bosun's Punch" would be appropriate. It's naval slang for a trick often played on new sailors/marines.

Seadog: "Go below deck and ask So and So for a Bosun's Punch."

Young sailor runs below deck to find a tool called a bosun's punch. Not finding anything he asks the nearest person to happens to be a bosun's mate.

Bosun's Mate: "Whatcha need, mate?"

Young Sailor: "Seadog told me to come down here and get a Bosun's Punch. Do you have one?"

Bosun's Mate: "Sure thing, buddy." Punches young sailor as hard as he can in his chest.



Most marine/sailor practical jokes involve humiliation and physical pain.





Broken Music Box
Trinket
Blue Slot, Yellow Slot, Colorless Slot. When all slots are filled, gains Cacophonic Guard

Instead of Cacophonic guard (or in addition to it) have it also give 15 charges spell protection like a PLIS.




Mizzen-Mast Splinter
Greatclub
+7 Enhancement Bonus, 3[w], Fracturing, Improved Destruction, Felling the Oak, True Chaos, Taint of Chaos, Red Augment Slot

Remove destruction, give it rib cracking V, and adjust the crit range to 19-20/X3. Since it is all splintery and stuff, why not give it piercing damage as well?

Chai
05-16-2014, 04:30 PM
I think you missed the point, they aren't going to release an item with a red/orange/purple augment slot that players can potentially slot an unusable damage augment into. So weapon and shields only.

Why not rings? They already have the tech to make rings do effect damage on unarmed attacks only. Its been around since TOD.

Krelar
05-16-2014, 04:47 PM
Why not rings? They already have the tech to make rings do effect damage on unarmed attacks only. Its been around since TOD.

And how often has that been broken or caused other things to break? :D

LightBear
05-16-2014, 05:16 PM
Barnacled Buckler
Buckler
+7 Enhancement Bonus, Heightened Awareness, Inherent Elemental Resistance, Corrosive Salt Guard, Vulnerability Guard , Purple Augment Slot (Vulnerability Guard - Chance on being damaged to do AOE 3 Stacks of Vulnerability)

To vaguely described to give any real comments, seems like a swashbuckler-bard item.



Kobold Admiral’s Ship Wheel
Buckler
+7 Enhancement Bonus, Dodge 6%, Axeblock VII, Hammerblock VII, Green Augment Slot (Preslotted: Balance), Colorless Augment Slot (Preslotted: Swim)

It's a named buckler and we don't see many of those except we now have to of them in one release and the other (see above) seems like the better of the two.



Pirate Hat
Helm
+8 CHA, +3 Insightful CHA, True Seeing, Heavy Fort (via blue slot augment), Colorless Augment Slot

For this level it's good, 3 permanents a filled blue slot and an empty colorless one. It would have rocked hard if that true seeing was slotted in a yellow...



Cannoneer’s Goggles
Goggles
Wizardry IX, Impulse 114, 5% SP Discount to Spells, Green Augment Slot - slotted with +8 DEX

Nice piece for Arti's, it's missing something to improve the crits in the form of Kinetic Lore.



Cursed Blade of Jack Jibbers
Clickable Item
Animate Ally on self for two minutes, one charge per rest. (Can be used while dead). Exclusive. Runs a blade through your chest.

Not sure on the wording of "Animate Ally on Self" but i guess the "while dead" part will help prevent a lot of party wipes in the future.
Here's on hoping you folks will accidentally mess up the ml on this item and put a ml:1 on it.



Iron Mitts (may rename)
Gloves
Strength +8, Healing Amp 30%, Vitality +40, Resistance +7, Colorless Augment Slot

Very nice item tho it's missing some slots. Augmenting the healing amp would probably be to much to dream for.



Broken Music Box
Trinket
Blue Slot, Yellow Slot, Colorless Slot. When all slots are filled, gains Cacophonic Guard

By far the most fun item, could be a hidden gem as no other trinket can hold 3 augments.
Change the Cacphonic Guard in a 5% Wail of the Banshee Guard (dc:48)
Should be more random on the colors of the augments, either one of these combo's:
- Purple, Yellow, Colorless
- Green, Red, Colorless
- Orange, Blue, Colorless
If not random then Green, Orange, Colorless.



Orcish Privateer’s Boots
Boots
Speed X, Feat: Freedom of Movement, Sovereign Fire Resistance, Fire Absorbtion 30%, Clear Augment Slot (Preslotted - Intimidate +15)

My new boots have arrived, I can finally take off my stinking Kundurak delving boots.
Tho it may come in to late as FoM has been whipped by the nerf-bat a lot over the years.



Mizzen-Mast Splinter
Greatclub
+7 Enhancement Bonus, 3[w], Fracturing, Improved Destruction, Felling the Oak, True Chaos, Taint of Chaos, Red Augment Slot

Wondering what it will look like and what use it will have. Nice to see Felling the Oak on another item for once.



Mutineer’s Blade
Rapier
+7 Enhancement Bonus, Dexterity +8, Ghostbane XIII*, Brilliance, Coruscating, Improved Disruption, Red Augment Slot
*(8d4 damage)
(Durability and hardness to be improved)

I don't get the dex +8 on this weapon. Everbrite would fit the theme and fix your durability/hardness problem?



Coffin Nail
Dart
3.5[w], +7 Enhancement Bonus, 8% Doubleshot, Keen III, Improved Paralyzing, Improved Slowburst, Improved Vorpal, Red Slot (Note that the weapon will actually be 4[w] due to the extra 0.5 from Imp. Vorpal)

So much win here, who cares it's w is a 1d4 when you can do all that... from a distance.



Drowned Priest’s Torch
Scepter
+7 Enhancement Bonus, Combustion 114, Insightful Faith, Yellow Augment Slot (preslotted: Underwater Action), Red Augment Slot (preslotted: Devotion 114) (Insightful Faith: +2 Insight Bonus to turn level, +2 Insight to maximum hit dice, +4 Insight to total hit dice)
stretch goal: insightful faith into red augment, slotted; devotion 114 as a base mutation

Yes, another augment! Do that strech and make that goal. :)



Devourer’s Reaping
Sickle
+7 Enhancement Bonus, Greater Vorpal, Doublestrike 14%, Hemorrhaging, Red Slot, Colorless Slot

Well, it's a named sickle.



Saint Mur’ay's Fire
Rune Arm
Electrical Storm, Max Charge Tier V, Imbue: Electric VI, Potency +76, Magnetism +114, Inherent Elemental Resistance, Greater Arcane Lore, Blue Augment Slot

I doubt it will replace my main runearm, will decide after I look at the damage numbers from the shots.



Ruby of the Ocean’s Waves
Ruby Augment
Crushing Wave augment

Yeah another augement, 10.5 damage on average per swing.
Wondering on the ML and if it's one of those new scaling augments.
Hope it does and hope it's an AoE as well.



Sapphire of the Ocean’s Depths
Sapphire Augment
Crushing Wave Guard Augment

See above.



Eternal Anthem
Topaz Augment
Anthem Augment
Isn't it just Anthem (without the word: Eternal)?
Beware, this enchantment has been bugged for some time now.

Edit:
Hoped for more items.

Gremmlynn
05-16-2014, 10:24 PM
I guess I am missing your point. Why not. If there was descriptive text included I see no problem. If someone does slot a melee red augment then they will quickly see it does nothing. It would make this trinket very unique and desirable.Yes it would, but it might also be considered more potential trouble than it's worth.

Actually that logic goes against Turbines past practice in many cases, so maybe you will see it.

Gremmlynn
05-16-2014, 10:30 PM
They would still be usable and function properly. Even if you never swing your caster staff/scepter, the effects would still be functional and add to your melee damage if you ever did.

Turbine does consistently disallow non-functional combinations (eg: can't by stuff in the store your character can't use) but no matter what, if you slot a damage augment in a trinket, the effect does indeed function. So this argument doesn't hold up to scrutiny.

There's tons of augments you can slot that do absolutely nothing for you. (A lower level bonus augment compared to an item you have.) DPS red augments are unique in that regardless what other gear you have on, the DPS augment always works. So in a sense, DPS red augments are the last augments this argument would apply to.

Even unarmed, just awkwardly punching with your fists, a DPS red augment would still add damage.Damage augments only add damage to attacks made with the item they are slotted in. So until they come out with a trinket attack you likely wont see red/orange or purple augments in trinkets. Simply more trouble than it's worth.

Gremmlynn
05-16-2014, 10:42 PM
Why not rings? They already have the tech to make rings do effect damage on unarmed attacks only. Its been around since TOD.I'd imagine because that code is specific to those rings, but doesn't exist in augments. I'm not saying they can't make it work that way, but that would likely involve making damage augments in off hand weapons also work with main hand attacks and visa versa, much the way seeker, tactical DC bonuses and some AOE procs work.

EllisDee37
05-17-2014, 01:09 AM
Damage augments only add damage to attacks made with the item they are slotted in. So until they come out with a trinket attack you likely wont see red/orange or purple augments in trinkets. Simply more trouble than it's worth.Oh, duh, I'm an idiot. My bad.

Kawai
05-17-2014, 06:33 AM
:(
no Epic Tiefling Assassins Blade?

poo

Saekee
05-17-2014, 01:30 PM
:(
no Epic Tiefling Assassins Blade?

poo
Exactly--I would even be ok with them using the old seal scroll shard system on the heroic gear in order to upgrade them to epic versions (just improve the drop rates).

imandria
05-17-2014, 04:12 PM
I like the looks of most of it. However, I'm not a hardcore end-gamer. I like epic quests and epic levels, but I don't feel like I MUST have the most awesomest gear. There is a lot here that looks like it'll fill niches and make things a little more interesting. Though epic-ifying the Tiefling Assassin Blade would've been awesome.

Arcanegrin
05-17-2014, 09:12 PM
I like the looks of most of it. However, I'm not a hardcore end-gamer. I like epic quests and epic levels, but I don't feel like I MUST have the most awesomest gear. There is a lot here that looks like it'll fill niches and make things a little more interesting. Though epic-ifying the Tiefling Assassin Blade would've been awesome.

I agree with you, some interesting gear in here however I was looking forward to at least some of the items being made epic.

I had been thinking that they were making this pack epic was so they could make some of the best low level items into very nice end game weapons.

No dagger at all.

No staff at all.

No bows at all.

Now I just feel that they thought improving guild ships and making pirate ships fly around 3 barrel cove would be both fun and efficient use of programmer time.

----

Hopefully they post the actual weapon stats soon, we need to see crit multipliers, threat ranges, damage dice etc. The original three barrel cove had some interesting weapon setups, hopefully these do too.

Livmo
05-17-2014, 09:29 PM
H

Saint Mur’ay's Fire
Rune Arm
Electrical Storm, Max Charge Tier V, Imbue: Electric VI, Potency +76, Magnetism +114, Inherent Elemental Resistance, Greater Arcane Lore, Blue Augment Slot



Greetings Dr.,

In my opinion this rune arm could have added value with 2 augments slots, green and orange.

However if you stay with one augment slot, please consider changing the blue slot to a green slot. This would allow me to slot topaz or sapphire. For example, a yellow topaz of Greater Evocation or an elemental resist. I have all the blue auggies covered already.

Thank you,

Livmo

Singular
05-18-2014, 10:44 PM
Hey Lamannians – you’ve seen a bit of the new Epic Three Barrel Cove loot in Landscape chests. With the new Lamannia prop, you’ll begin finding more in the quest end-chests. To get your feedback more directly, and save you a little trouble, here’s a complete treasure list for the update. NOTE! The release is still in development. Some of these items are expected to change, or possibly even fall off of the final release list!

As mentioned by Steelstar, all these items are ML 24; the content is ML 25.

Barnacled Buckler
Buckler
+7 Enhancement Bonus, Heightened Awareness, Inherent Elemental Resistance, Corrosive Salt Guard, Vulnerability Guard , Purple Augment Slot (Vulnerability Guard - Chance on being damaged to do AOE 3 Stacks of Vulnerability)

Kobold Admiral’s Ship Wheel
Buckler
+7 Enhancement Bonus, Dodge 6%, Axeblock VII, Hammerblock VII, Green Augment Slot (Preslotted: Balance), Colorless Augment Slot (Preslotted: Swim)

Pirate Hat
Helm
+8 CHA, +3 Insightful CHA, True Seeing, Heavy Fort (via blue slot augment), Colorless Augment Slot

Cannoneer’s Goggles
Goggles
Wizardry IX, Impulse 114, 5% SP Discount to Spells, Green Augment Slot - slotted with +8 DEX

Cursed Blade of Jack Jibbers
Clickable Item
Animate Ally on self for two minutes, one charge per rest. (Can be used while dead). Exclusive. Runs a blade through your chest.

Iron Mitts (may rename)
Gloves
Strength +8, Healing Amp 30%, Vitality +40, Resistance +7, Colorless Augment Slot

Broken Music Box
Trinket
Blue Slot, Yellow Slot, Colorless Slot. When all slots are filled, gains Cacophonic Guard

Orcish Privateer’s Boots
Boots
Speed X, Feat: Freedom of Movement, Sovereign Fire Resistance, Fire Absorbtion 30%, Clear Augment Slot (Preslotted - Intimidate +15)

Mizzen-Mast Splinter
Greatclub
+7 Enhancement Bonus, 3[w], Fracturing, Improved Destruction, Felling the Oak, True Chaos, Taint of Chaos, Red Augment Slot

Mutineer’s Blade
Rapier
+7 Enhancement Bonus, Dexterity +8, Ghostbane XIII*, Brilliance, Coruscating, Improved Disruption, Red Augment Slot
*(8d4 damage)
(Durability and hardness to be improved)

Coffin Nail
Dart
3.5[w], +7 Enhancement Bonus, 8% Doubleshot, Keen III, Improved Paralyzing, Improved Slowburst, Improved Vorpal, Red Slot (Note that the weapon will actually be 4[w] due to the extra 0.5 from Imp. Vorpal)

Drowned Priest’s Torch
Scepter
+7 Enhancement Bonus, Combustion 114, Insightful Faith, Yellow Augment Slot (preslotted: Underwater Action), Red Augment Slot (preslotted: Devotion 114) (Insightful Faith: +2 Insight Bonus to turn level, +2 Insight to maximum hit dice, +4 Insight to total hit dice)
stretch goal: insightful faith into red augment, slotted; devotion 114 as a base mutation

Devourer’s Reaping
Sickle
+7 Enhancement Bonus, Greater Vorpal, Doublestrike 14%, Hemorrhaging, Red Slot, Colorless Slot


Uh...the stat bonuses are beaten by random loot and wonderous items. The rune arm bonus is too low - why bother with any Potency bonus less than 80 on any ml loot at lvl 25? It's already beaten by other combinations and, to be more accurate, arties usually maximize one or two spell lines, so potency itself is ignorable.

Also, why another electric rune arm only? Arties need a high level force rune arm and high and low level sonic rune arms.

Can you come up with weapons that are powerful and worth getting - rare, even - up to end game? Right now I can't imagine that anyone would farm those. I mean, Thunderholme stuff is clearly better end game and perhaps even better from lvl 26. I guess the rapier is nice against undead, and the dart will likely be used by Shiradi dart throwers. It's great you're introducing a new sickle - how's the crit profile? Will it best other, lower level weapons?

Good luck.

Oh - and why no repeating crossbows? 3BC has them for low level stuff, and that would seem like a pirate weapon - why not here?

Vellrad
05-19-2014, 11:33 AM
I like gloves (but probably only because convalescent no longer drops) and cursed blade, because I'll be able to death pact myself after using to negate 2 mins duration.

Oxarhamar
05-21-2014, 01:25 AM
sooooo

we got updates and changes on the raid loots before it went live. Any changes for these I hope?

Yalinaa
05-21-2014, 11:19 AM
Barnacled Buckler
Buckler
+7 Enhancement Bonus, Heightened Awareness, Inherent Elemental Resistance, Corrosive Salt Guard, Vulnerability Guard , Purple Augment Slot (Vulnerability Guard - Chance on being damaged to do AOE 3 Stacks of Vulnerability)


Should have some extra stuff... + colorless slot, 50 (stacking) extra HP, Ripost VII - and maybe it would be a nice niche item.



Kobold Admiral’s Ship Wheel
Buckler
+7 Enhancement Bonus, Dodge 6%, Axeblock VII, Hammerblock VII, Green Augment Slot (Preslotted: Balance), Colorless Augment Slot (Preslotted: Swim)


Dodge should be at least 10%, and let it have a nice clickie, like greater restoration (2 per rest)



Pirate Hat
Helm
+8 CHA, +3 Insightful CHA, True Seeing, Heavy Fort (via blue slot augment), Colorless Augment Slot


I think it's a good item. Still not a fan of it, 'cause you will switch to GH Helms one level later, so I don't see many people farming it. But who knows.:)



Cannoneer’s Goggles
Goggles
Wizardry IX, Impulse 114, 5% SP Discount to Spells, Green Augment Slot - slotted with +8 DEX


Change it to 10% SP Discount and we have a winner here.



Cursed Blade of Jack Jibbers
Clickable Item
Animate Ally on self for two minutes, one charge per rest. (Can be used while dead). Exclusive. Runs a blade through your chest.


Dunno, probably it will be a fun item to have.



Iron Mitts (may rename)
Gloves
Strength +8, Healing Amp 30%, Vitality +40, Resistance +7, Colorless Augment Slot


Change it to Resistance +8 and it's a winner as well.



Broken Music Box
Trinket
Blue Slot, Yellow Slot, Colorless Slot. When all slots are filled, gains Cacophonic Guard


It's a useless item, need a major rework here.



Orcish Privateer’s Boots
Boots
Speed X, Feat: Freedom of Movement, Sovereign Fire Resistance, Fire Absorbtion 30%, Clear Augment Slot (Preslotted - Intimidate +15)


Change speed to XII, give it a bonus yellow slot, and everyone will farm this.



Mizzen-Mast Splinter
Greatclub
+7 Enhancement Bonus, 3[w], Fracturing, Improved Destruction, Felling the Oak, True Chaos, Taint of Chaos, Red Augment Slot


Greatclub, so USELESS. And dps wise, lightyears behind a Sireth or eSoS.



Mutineer’s Blade
Rapier
+7 Enhancement Bonus, Dexterity +8, Ghostbane XIII*, Brilliance, Coruscating, Improved Disruption, Red Augment Slot
*(8d4 damage)
(Durability and hardness to be improved)


Forget Dex +8, give it a colorless slot instead. Improved destruction would be nice addition. And add a clickie with mass death ward just for fun!:)



Coffin Nail
Dart
3.5[w], +7 Enhancement Bonus, 8% Doubleshot, Keen III, Improved Paralyzing, Improved Slowburst, Improved Vorpal, Red Slot (Note that the weapon will actually be 4[w] due to the extra 0.5 from Imp. Vorpal)


Dunno, maybe some people will take it, but I'm sure, I won't bother with it.



Drowned Priest’s Torch
Scepter
+7 Enhancement Bonus, Combustion 114, Insightful Faith, Yellow Augment Slot (preslotted: Underwater Action), Red Augment Slot (preslotted: Devotion 114) (Insightful Faith: +2 Insight Bonus to turn level, +2 Insight to maximum hit dice, +4 Insight to total hit dice)
stretch goal: insightful faith into red augment, slotted; devotion 114 as a base mutation


This item need a major rework as well, right now, it's just trash.



Devourer’s Reaping
Sickle
+7 Enhancement Bonus, Greater Vorpal, Doublestrike 14%, Hemorrhaging, Red Slot, Colorless Slot


A named sickle, hmmmm.... Maybe some extra damage should help here, in any form.



Saint Mur’ay's Fire
Rune Arm
Electrical Storm, Max Charge Tier V, Imbue: Electric VI, Potency +76, Magnetism +114, Inherent Elemental Resistance, Greater Arcane Lore, Blue Augment Slot


There are better rune arms with lower ML...




Ruby of the Ocean’s Waves
Ruby Augment
Crushing Wave augment

Sapphire of the Ocean’s Depths
Sapphire Augment
Crushing Wave Guard Augment

Eternal Anthem
Topaz Augment
Anthem Augment

These are good stuff.

Wizza
05-22-2014, 04:46 AM
Looks like our feedback is being listened to, right? /sarcasm

One week and zero developers' response. Great!

Ivan_Milic
05-22-2014, 05:39 AM
They are busy ignoring us, and doing whatever they wanted to in the first place.

Steelstar
05-22-2014, 09:53 AM
Hey, all. We've been hard at work building out the U22 items, thanks for your patience and do know that we've kept up with reading the thread.

A few people asked, but yes, almost all the items are Bound to Account. The Augments are Unbound, and the Cursed Blade of Jack Jibbers is Bound to Character. Speaking of which:


The Jack Jibbers thing looks to be pretty weird, how is that going to work, exactly?

"Once per rest, and while dead, use this item to raise yourself as a Cursed Wraith, gaining Undead traits. After one minute, death will reclaim you."

Essentially, you can use it once per rest to self-resurrect for a minute in Wraith form. For balance reasons, we did reduce the duration from two minutes to one - On the other hand, it raises you in Wraith form (unlike Animate Ally's Zombie form), and the item has no minimum level. That last one is subject to change, but it's the current plan.


Oh, and an Anthem augment? Cool idea, and I'd love to use it on my Bard, but there are still items with Anthem on them where the Anthem aspect is broken. It does not regen songs.

We did some digging into this, and there was a fix that went in around Update 20 to Anthem. We do not presently have an open issue concerning it not regenerating songs. If players using Anthem on Live currently still aren't regenerating songs, please file a bug report with as many details as possible.


However I feel that Guard effects are terrible in anything but trivial content.

Understandably, Guards are not favored in high-difficulty content right now. Currently, the builds that hold up the best in EE/endgame content are those that rely on taking as few hits as possible, while builds that rely on taking hits but mitigating the damaged taken (who would benefit more from guard effects) don't hold up as well in those scenarios right now. Building gear solely for the "best" builds would be bad, and serve to further stretch the difference between builds that already thrive and builds that could use some help. If damage-mitigation builds were adjusted to be more viable in the future, they'd likely find value in guard effects.

That said, we are investigating whether the Vulnerability Guard on the Barnacled Buckler could be an on-being-missed effect instead of an on-being-hit effect, as its primary role is for offensive Swashbucklers, who rely on not being hit often. There seems to be a consensus in this thread that both Bucklers still need a boost, and we're looking into that as well.


heroic items in horns with +8 to stats at lv 15 and you pull your punches for lv 24 items.

Yes, some of the ML15 Storm Horns items had +8 to stats. Generally speaking, that was the only effect on the item, meaning the stat could be a bit higher than normal for the level. The items presented here all have more than just a bonus to an Attribute, and should therefore be close to other items at level. +8 to Attributes and +114 to typed Spell Powers are standard for ML24 Non-Raid Named items. These are not meant to outshine items of higher MLs, and not meant to outshine ML24 Raid loot. If an item presented here seems underpowered compared to other Non-Raid Named or Random loot of the same minimum level or lower, please let us know with specific item examples (and screenshots of said items, if possible!).

One such example we've gotten is that the Dodge on the Barnacled Buckler is too low compared to lootgen items of the same level, and we're planning on raising that.



I think this [the Rune Arm] is far worse than both competitors at level


We had quite a bit of feedback regarding the Rune Arm being underpowered compared to the Glass Cannon and Corruption of Nature. Our new plan is as follows:
Electrical Storm, Max Charge Tier V, Imbue: Electric VI, Rune Arm Charge Rate +25%, Magnetism +114, Inherent Elemental Resistance 10, Lightning Lore VII, Spell Lore VIII, Blue Augment Slot

Since the last revision, it's dropped the Potency and gained Lightning Lore and a new effect that lets it charge 25% faster than other Rune Arms. This stacks with the Artificer enhancements that do the same.
Also worth noting: The imbue is Electric VI, not V.

Thank you for your continued feedback on these items! Most of them will be available in the Test Dojo on Lamannia in the next build, though they may not reflect the changes mentioned here yet. We'd encourage you to give them a try, and let us know more of what you think.

Aelonwy
05-22-2014, 10:30 AM
We had quite a bit of feedback regarding the Rune Arm being underpowered compared to the Glass Cannon and Corruption of Nature. Our new plan is as follows:
Electrical Storm, Max Charge Tier V, Imbue: Electric VI, Rune Arm Charge Rate +25%, Magnetism +114, Inherent Elemental Resistance 10, Lightning Lore VII, Spell Lore VIII, Blue Augment Slot

Since the last revision, it's dropped the Potency and gained Lightning Lore and a new effect that lets it charge 25% faster than other Rune Arms. This stacks with the Artificer enhancements that do the same.
Also worth noting: The imbue is Electric VI, not V.


While I am grateful that you are at least listening to feedback (elsewise why are we here?) I am unsure that enough adjustments are being made. I guess we'll see. I still would have much preferred something like this for the rune arm:

Soundburst or Shout, Max Charge Tier V, Imbue: Sonic V, Resonance +114, Sonic Lore VII, Spell Lore VIII, Perform +20, Blue Augment

(Would be awesome for any new Swashbuckling Bard-ificiers)

or

Sunbolt or Sunbeam, Max Charge Tier V, Imbue: Light V, Radiance +114, Radiant Lore VII, Spell Lore VIII, Healing Amp 10 or 20%, Blue Augment

(Terrific for any fleshy artificier)

Seikojin
05-22-2014, 10:42 AM
While I am grateful that you are at least listening to feedback (elsewise why are we here?) I am unsure that enough adjustments are being made. I guess we'll see. I still would have much preferred something like this for the rune arm:

Soundburst or Shout, Max Charge Tier V, Imbue: Sonic V, Resonance +114, Sonic Lore VII, Spell Lore VIII, Perform +20, Blue Augment

(Would be awesome for any new Swashbuckling Bard-ificiers)

or

Sunbolt or Sunbeam, Max Charge Tier V, Imbue: Light V, Radiance +114, Radiant Lore VII, Spell Lore VIII, Healing Amp 10 or 20%, Blue Augment

(Terrific for any fleshy artificier)

I guess the thing to be asked is: Are there enough ml24 electric runearms out there?

I am pretty sure there aren't. And I am pretty sure there aren't many, if any, sonic ones either.

Seikojin
05-22-2014, 10:43 AM
Looks like our feedback is being listened to, right? /sarcasm

One week and zero developers' response. Great!

Actually, the last response before today: the 19th. So they are reading and responding. And most assuredly, reading all the topics they started.

patang01
05-22-2014, 10:55 AM
We had quite a bit of feedback regarding the Rune Arm being underpowered compared to the Glass Cannon and Corruption of Nature. Our new plan is as follows:
Electrical Storm, Max Charge Tier V, Imbue: Electric VI, Rune Arm Charge Rate +25%, Magnetism +114, Inherent Elemental Resistance 10, Lightning Lore VII, Spell Lore VIII, Blue Augment Slot

Since the last revision, it's dropped the Potency and gained Lightning Lore and a new effect that lets it charge 25% faster than other Rune Arms. This stacks with the Artificer enhancements that do the same.
Also worth noting: The imbue is Electric VI, not V.

Thanks for doing something about this, this sets it apart from other rune arms and breaths some potential in it. Hopefully there will be some plans in the future to make Arti's able to break saves with AOE based rune arms. That would be awesome. I can potentially work with this one now as a replacement to either force based or tovens - but the real killer will always be the Arti's lousy ability to break saves with these rune arms. So this will be good for EN and EH at the most and a no go in EE. Of course, now I'm torn between wanting to use tovens for the lightning strike or this for the additional per hit electric damage. And that's a good thing. Plus 25% recharge rate is nice. Good work.

patang01
05-22-2014, 11:00 AM
I guess the thing to be asked is: Are there enough ml24 electric runearms out there?

I am pretty sure there aren't. And I am pretty sure there aren't many, if any, sonic ones either.

Sonic and radiance based rune arms would be worthless for a majority of Arti players and only niche for a specific swashbuckler/bard class. Nothing else. Since Arti's don't have a good way to boost sonic or radiance it would be used specifically for ML 24 stuff but not in high end quests. Plus the sonic would most like be some kind of cone or AOE based and lousy to break saves with.

There is a light based rune arm already (drops out of Subt I think) and it's not all that good. It's a novelty like most of the ones outside force and acid. What Arti's need is a Arti based destiny that help Arti's boost any type of spell power and breaking saves so they can utilize any type of rune arm out there. Then Turbine can start coming up with all type of niche stuff. Until then anything outside force, acid and electric (for anyone that goes full electric) is useless.

sudzz
05-22-2014, 11:22 AM
[QUOTE=Steelstar;5339232]Hey, all. We've been hard at work building out the U22 items, thanks for your patience and do know that we've kept up with reading the thread.

A few people asked, but yes, almost all the items are Bound to Account. The Augments are Unbound, and the Cursed Blade of Jack Jibbers is Bound to Character. Speaking of which:



"Once per rest, and while dead, use this item to raise yourself as a Cursed Wraith, gaining Undead traits. After one minute, death will reclaim you."

Essentially, you can use it once per rest to self-resurrect for a minute in Wraith form. For balance reasons, we did reduce the duration from two minutes to one - On the other hand, it raises you in Wraith form (unlike Animate Ally's Zombie form), and the item has no minimum level. That last one is subject to change, but it's the current plan.



So does this mean if you're out of reach of a res shrine, you can use this to get within reach and then res as normal? Quite useful for the soloists out there at least. Unless of course you still take damage and die again before being able to get away of course.

Aelonwy
05-22-2014, 11:27 AM
Understood, my thinking was sonic is a damage type that is rarely resisted like force, and with both resonance 114 and perform 20 on it the damage would be decent, also the sonic version would specifically be good for the bard/arty combo. The light damage one would be good for undead and shadow-typed creatures, of which there are more and more being added to epic levels it seems.

Hopefully someday they epicify Shroud and we get to make our own epic-greensteel runearms with a variety of choices.

Loriac
05-22-2014, 11:29 AM
Sonic and radiance based rune arms would be worthless for a majority of Arti players and only niche for a specific swashbuckler/bard class. Nothing else. Since Arti's don't have a good way to boost sonic or radiance it would be used specifically for ML 24 stuff but not in high end quests. Plus the sonic would most like be some kind of cone or AOE based and lousy to break saves with.

There is a light based rune arm already (drops out of Subt I think) and it's not all that good. It's a novelty like most of the ones outside force and acid. What Arti's need is a Arti based destiny that help Arti's boost any type of spell power and breaking saves so they can utilize any type of rune arm out there. Then Turbine can start coming up with all type of niche stuff. Until then anything outside force, acid and electric (for anyone that goes full electric) is useless.

Acid was considered useless for artys before corruption of nature came out too. The only real downside of sonic and light is that they don't synergise with energy burst.

Provided the rune arm itself provides the spell power and ideally spell lore in the relevant damage type, artys can certainly make use of them. Making the save against will (rather than the reflex save on electric based and fort based on acid) would help a lot too. A sonic runearm that fired like toven's does, had sonic spellpower and lore, and ran off a will save would work extremely well for artys, who don't really have much that gives them effective runearm AoE on EE difficulties. Even a fort save would still be ok for EE if Turbine felt that a will based save was too strong for an AoE sonic blast.

bbqzor
05-22-2014, 11:44 AM
Hey, all. We've been hard at work building out the U22 items, thanks for your patience and do know that we've kept up with reading the thread.

Okay.


"Once per rest, and while dead, use this item to raise yourself as a Cursed Wraith, gaining Undead traits. After one minute, death will reclaim you."
Essentially, you can use it once per rest to self-resurrect for a minute in Wraith form. For balance reasons, we did reduce the duration from two minutes to one - On the other hand, it raises you in Wraith form (unlike Animate Ally's Zombie form), and the item has no minimum level. That last one is subject to change, but it's the current plan.
Thats fine, 1 min of wraith is plenty of time to either have fun, or save the situation. As for no ML... I certainly wouldnt complain, but cant help feeling like that might be overkill. Id tenatively suggest ML20. As in, its "no ml" for epic tr'ing, but wont suddenly give everyone in heroic play a free self raise. Id rather it be done right, than nerfed later, is all. I dont think a heroic self raise is OP by any stretch, but you might get some haves vs have nots when it comes to farming an epic item to help with heroic TR. Just some thoughts.


Understandably, Guards are not favored in high-difficulty content right now. Currently, the builds that hold up the best in EE/endgame content are those that rely on taking as few hits as possible, while builds that rely on taking hits but mitigating the damaged taken (who would benefit more from guard effects) don't hold up as well in those scenarios right now. Building gear solely for the "best" builds would be bad, and serve to further stretch the difference between builds that already thrive and builds that could use some help. If damage-mitigation builds were adjusted to be more viable in the future, they'd likely find value in guard effects.

Sigh. A build which wants to always be hit but then mitigate is never a good idea. It was only good back in 2009 because 1) sudden explosion of tons of high relative dps guards which 2) came on otherwise good items and 3) in an environment where getting high avoidance (AC) was very costly. In other words, getting enough avoidance to avoid was extremely intensive, and you had all these easy to get, actual high dps guards showing up.

To put it in perspective... back then you might suffer a 50/50 hit rate due to displace, and had guards which almost matched the top dps weapons. Today, in 2014, you have hit rates of more like 30% with aggregate defense, and the guards to the exact same damage they did back then. I mean its the same freaking guard effect. Literally. Only the mobs (even on EN) have an extra zero on their hp. It takes more swings to trigger the guards, and when they do it does 1/10th the relative dmg. It doesnt (and shouldnt, tbh, this is 5 yr old loot) keep pace.

You need to realize two very plain facts:

One, youve changed the game to make avoidance meaningful with the epic/motu changes, and theres no going back without another system rewrite. That coupled with the gross amount of mob hp and tendency for them to hit very hard means its never viable to go low avoidance anymore. Its not practical, or purposeful. The game has moved on.

Two, the guards then were ahead of their time in terms of dps. The guards now are... the exact same guards. If you want them to be viable, they would need to be giant. Like LitIII, procing for 6000 instead of 600. You are adding what are essentially lv16 dps effects to lv24 loot and expecting it to be a good way to dps. Its just not. To replicate greensteel, youd have to actually replicate its RELATIVE awesomeness, not just cut and paste.

And honestly, neither of those even touches the "guards came on otherwise good loot" side of things. We arent seeing items that are like +10 str, +10 con, +LitIII 6k guard proc. We are losing aug slots to gain 5 year old guards. Thats kind of a negative move.

I hope some of that perspective changes the fundamental approach to guard anything. If you think making low avoidance high mitigation a future design goal is a good idea, allow me to simply say "barbarian" and be done. If barbarian is suddenly a viable maintank, s/b will go invincible mode, and youll be right back where you were pre motu. Learn from the past, dont repeat it. I mean some people like the guard aug so fine, dont delete it, they can be happy too. But change your outlook. Its a toy, not a design direction.


That said, we are investigating whether the Vulnerability Guard on the Barnacled Buckler could be an on-being-missed effect instead of an on-being-hit effect, as its primary role is for offensive Swashbucklers, who rely on not being hit often. There seems to be a consensus in this thread that both Bucklers still need a boost, and we're looking into that as well.

Better but still less than ideal. It still promotes either the idea that your swash wants to tank (as in have agro, suffer attacks, etc) because it gives them benefits, when in reality thats probably not the style you want them to take. Also, its the kind of thing thats going to fire an odd proc here or there and amp up some weapon proc damage or something... who cares. Its a very minor benefit. Its not worth eating a lv24 item slot over, its too peripheral. At least its "improving" in a sense... but it really needs another function over "well, if I wear it since theres no other named bucklers, it helps out with the odd purple number weapon proc here and there". Other items add +8-10 dmg per hit. As random loot. This is going to do what, exactly...


If an item presented here seems underpowered compared to other Non-Raid Named or Random loot of the same minimum level or lower, please let us know with specific item examples (and screenshots of said items, if possible!).

Uh.. the mast? A 3W weapon with a 2d6 proc vs bones and maybe like 5d4 of chaos dmg? You can get lootgen thats 2.5W with 10d4 of procs (any old ml28 with two 5d4 affixes, no ss needed). Okay, so it has felling the oak and improved destruction... color me unimpressed. No one uses imp destruction for the effect alone, and the only reason the Stout Oak Walking Stick is used is the crit profile. This thing needs help, and it should be pretty obvious. Etc.


One such example we've gotten is that the Dodge on the Barnacled Buckler is too low compared to lootgen items of the same level, and we're planning on raising that.

That buckler still needs additional help to be successful, so I hope that is not the only change. Tranditionally bucklers were best against piercing, which also helps against arrows... itd be nice to see it just go to flat DR. I mean, its still a buckler, and theres a plethora of DR 10/- around that level anyhow (even some 15s). Related, doesnt your loot guy know the values of ML24 random gen loot? Not trying to be malicious, but I wouldnt have thought it helpful to remind you of your own random loot tables. Seemed that kind of thing would be intentional design. Can do tho.


We had quite a bit of feedback regarding the Rune Arm being underpowered compared to the Glass Cannon and Corruption of Nature. Our new plan is as follows:
Electrical Storm, Max Charge Tier V, Imbue: Electric VI, Rune Arm Charge Rate +25%, Magnetism +114, Inherent Elemental Resistance 10, Lightning Lore VII, Spell Lore VIII, Blue Augment Slot
Since the last revision, it's dropped the Potency and gained Lightning Lore and a new effect that lets it charge 25% faster than other Rune Arms. This stacks with the Artificer enhancements that do the same. Also worth noting: The imbue is Electric VI, not V.

While the charge rate idea is actually pretty cool, it doesnt do anything to address the low DC rune arms have. As a charge type that suffers against Evasion Mods, how about adding a DC boost as well. Spaming evasion messages isnt as cool as going slower but seeing them land. Or, alternatively, take this as an idea for the future. Go for something like arty goggles which add +3 DC to rune arms or something. Could add +100 potency on there too or something, so they boost whatever rune arm. Anyhow, this new version is playable, even if its still *another* elec clone, at least its unique now and has a reason to be equipped.

Again, hope the comments helps. Really need to re-evaluate the whole outlook on guards though... before and after shroud they were not useful, shroud was the perfect storm, not the status quo situation. Cheers.

Drwaz99
05-22-2014, 11:55 AM
Actually, the last response before today: the 19th. So they are reading and responding. And most assuredly, reading all the topics they started.

Sorry but your incorrect. The last response in this thread was on the 14th, 8 days ago. Farwil is correct that it was a week since the last response in this thread.

I get you want to defend them, but trying to call someone out by stretching what they say (implying he meant ALL Lamannia Dev responses when clearly he meant this particular thread, since you know, he posted in this thread) doesn't help your cause.

FuzzyDuck81
05-22-2014, 01:14 PM
While I am grateful that you are at least listening to feedback (elsewise why are we here?) I am unsure that enough adjustments are being made. I guess we'll see. I still would have much preferred something like this for the rune arm:

Soundburst or Shout, Max Charge Tier V, Imbue: Sonic V, Resonance +114, Sonic Lore VII, Spell Lore VIII, Perform +20, Blue Augment

(Would be awesome for any new Swashbuckling Bard-ificiers)

or

Sunbolt or Sunbeam, Max Charge Tier V, Imbue: Light V, Radiance +114, Radiant Lore VII, Spell Lore VIII, Healing Amp 10 or 20%, Blue Augment

(Terrific for any fleshy artificier)

Ooo a sonic-based runearm with a shout-type cone of effect & maybe even including a stun/daze effect could be very interesting - call it "song of the depths" & add something whale/undersea creature flavoured, maybe instead of perform add a +5 stacking bonus to search, spot & listen for echolocation :)

Infiltraitor
05-22-2014, 02:21 PM
Understandably, Guards are not favored in high-difficulty content right now. Currently, the builds that hold up the best in EE/endgame content are those that rely on taking as few hits as possible, while builds that rely on taking hits but mitigating the damaged taken (who would benefit more from guard effects) don't hold up as well in those scenarios right now. Building gear solely for the "best" builds would be bad, and serve to further stretch the difference between builds that already thrive and builds that could use some help. If damage-mitigation builds were adjusted to be more viable in the future, they'd likely find value in guard effects.

That said, we are investigating whether the Vulnerability Guard on the Barnacled Buckler could be an on-being-missed effect instead of an on-being-hit effect, as its primary role is for offensive Swashbucklers, who rely on not being hit often. There seems to be a consensus in this thread that both Bucklers still need a boost, and we're looking into that as well.

The problem being, this coming from an player who only plays tanks, is that tanking HURTS. I'm getting hit for like 200-300 damage through maxed out defenses.
I can survive about 4-5 hits before I die on Epic Elite.
In order for your guard effects to be meaningful in any way whatsoever, it needs to
1) Activate before that 5th hit can kill me
2) Do something meaningful before I get killed.

Lets make a hypothetical guard: 100% chance of 500 dmg on being hit.
If I am fighting an 9000 hit point monster that does 200 damage on me, the guard effect will trigger 4 times before I will need to die.
It will do 2000 dmg, which allows me to kill the monster 22% faster, which is approximately equivalent to a damage or haste boost.

What guard effect, besides something obscene like the above example, could possible be made that could be of any use in Epic Elite? Even if you are imagining a build that can stack like 5 or so guards, those guard effects need to come out something on the order of 100% chance of 100 dmg.

Cacophonic Guard does 1% chance of 400 damage, or an average of 4 damage on each time I get hit.
4 DAMAGE. That means I will need to take 2250 hits during the duration of the quest before I can expect a SINGLE kill from this ability. I don't have 450,000 hit points for that to happen.

Here is a good benchmark for absolute minimum that I made up just now: 50 damage dealt or 5 hit points healed on being hit per hit.

CeltEireson
05-22-2014, 02:29 PM
While the charge rate idea is actually pretty cool, it doesnt do anything to address the low DC rune arms have. As a charge type that suffers against Evasion Mods, how about adding a DC boost as well. Spaming evasion messages isnt as cool as going slower but seeing them land. Or, alternatively, take this as an idea for the future. Go for something like arty goggles which add +3 DC to rune arms or something. Could add +100 potency on there too or something, so they boost whatever rune arm. Anyhow, this new version is playable, even if its still *another* elec clone, at least its unique now and has a reason to be equipped.

What I'd like to see is items that boost evocation DC work with runearms (haven't actually tested the new versions of augments - so unsure whether they do now or not) - given that there are now items with +5 evocation DCs and max spell level for runearms is 6 the effects from runearms are at least 9 down (11 if augments also don't work with runearms) on a caster even assuming that the artificer could afford to pump int as high as a wizard which isn't really possibly given the enhancements in wizard trees. Even if they allow items to work, artys will still be at least 3 down in comparison. Yes, runearms never run out but given the rate of fire on runearms and that wizard/sorcerer shiradis have generally no issue with running out of spell points I don't think that justifies making them totally useless against anything with evasion (for the AOE ones) and also only do half damage in epic elite against anything else.

And whilst we're on artys, please for the love of god give us an option to move the charging bar away from the middle of the screen, its damn annoying when running around with the runearm charged to have that stuck there permanently. Put an option in the settings to allow us to change it to a floating box so we can move it wherever we like.

But yup I agree - artys really do need their own destiny.

CeltEireson
05-22-2014, 02:41 PM
The problem being, this coming from an player who only plays tanks, is that tanking HURTS. I'm getting hit for like 200-300 damage through maxed out defenses.
I can survive about 4-5 hits before I die on Epic Elite.
In order for your guard effects to be meaningful in any way whatsoever, it needs to
1) Activate before that 5th hit can kill me
2) Do something meaningful before I get killed.

Lets make a hypothetical guard: 100% chance of 500 dmg on being hit.
If I am fighting an 9000 hit point monster that does 200 damage on me, the guard effect will trigger 4 times before I will need to die.
It will do 2000 dmg, which allows me to kill the monster 22% faster, which is approximately equivalent to a damage or haste boost.

What guard effect, besides something obscene like the above example, could possible be made that could be of any use in Epic Elite? Even if you are imagining a build that can stack like 5 or so guards, those guard effects need to come out something on the order of 100% chance of 100 dmg.

Cacophonic Guard does 1% chance of 400 damage, or an average of 4 damage on each time I get hit.
4 DAMAGE. That means I will need to take 2250 hits during the duration of the quest before I can expect a SINGLE kill from this ability. I don't have 450,000 hit points for that to happen.

Agree, any guard that would be of use in epic elite would be totally overpowered on any other level - in normal you wouldn't even have to hit anything theyd die every time they hit you.

Think they should forget about damage guard effects - some other guard effects could be useful such as stun, haste boost, and similar i.e. things that give the same level of benefit across each of the quest level, which is difficult. But even if you have a guard that does 50-100 points of damage every hit given the hitpoints on epic elite it is still just a drop in the ocean and either the player or the mob will be dead long before the guard has any significant effect.

So look at something other than damage guards for the cove items please.

bbqzor
05-22-2014, 02:51 PM
What I'd like to see is items that boost evocation DC work with runearms (haven't actually tested the new versions of augments - so unsure whether they do now or not) - given that there are now items with +5 evocation DCs and max spell level for runearms is 6 the effects from runearms are at least 9 down (11 if augments also don't work with runearms) on a caster even assuming that the artificer could afford to pump int as high as a wizard which isn't really possibly given the enhancements in wizard trees. Even if they allow items to work, artys will still be at least 3 down in comparison. Yes, runearms never run out but given the rate of fire on runearms and that wizard/sorcerer shiradis have generally no issue with running out of spell points I don't think that justifies making them totally useless against anything with evasion (for the AOE ones) and also only do half damage in epic elite against anything else.

And whilst we're on artys, please for the love of god give us an option to move the charging bar away from the middle of the screen, its damn annoying when running around with the runearm charged to have that stuck there permanently. Put an option in the settings to allow us to change it to a floating box so we can move it wherever we like.

Yea, the maths a bit more involved but thats essentially correct. Rune arms suffer from an inability to raise DC. They also have a reduced percentage of spellpower applied (only 50-80% applying, by design).

All of these things worked a bit better when 20 was the cap, but they have not aged well... and the things which were implemented with U14 (like the spell power percentage) were cautionary decisions which have since proven unnecessary. As in, back then it was feared unlimited rune arm dps might be a threat to balance, but the reality after the enhancement pass and implementation of epic feats (like ruin and hellball) is that such "unlimited mana" nukes are a staple of the game and can easily be accommodated within the design. Sorcs, clerics, exalted angels, primal avatars etc all have full power, low mana nukes... rune arms could easily be in that boat and not overpower anything.

Anyhow, more discussion on this is outside the scope of this thread, but perhaps when bards are done getting a pass (this one in U22, and assumedly the spellsinger and warchanter for U23), the other classes will get their due. Barbarians and Paladins/Fighters (defender trees) are probably more critical, but Artificers are certainly up there as well, insofar as the rune arms lagging behind. At epic, it is easy to have it feel effective on normal, seem mostly effective on hard, and do almost nothing on elite. Thats simply not good design, as (like anything) it should be possible to build a little for effect, and then see that effect on ee.

Rune arms need a DC booster... and upon reflection Id rather it not be to this one single runearm but to the category from another item. Please leave this one as is (essentially a lateral dps move, but a gain due to faster firing), and consider a DC booster in the immediate/near future. Related, could we please get a fulfillment on the promise to have rune arms state, on the item, what percentage of spellpower that specific arm is receiving? Ill find the link if you want devs... Thanks, cheers.

Edit, as promised:


Q= Is it difficult to put the actual percentage that an effect is reduced/increased by Spell Power? One of my reasons for asking this is due to how you stated Rune Arms have a variable reduction based on what type of Rune Arm, but we have no way of knowing which Rune Arms have which degree of reduced Spell Power gains. Is Force Shot 50%, 65%, 80%? Is Exploding Cannonball Shot 50%, 60%, 70%, 80%? And the other Rune Arm shots? Actually giving the percentage would be helpful in the tooltip noting that the effect has reduced/increased Spell Power gains.

A= No this isn’t that difficult and we will pursue it.

That is from July 2012. Seeing as its A) not difficult and B) going on 2 years ago... fit it in when you can plz? Thx.

CaptainSpacePony
05-22-2014, 02:58 PM
Hey, all. We've been hard at work building out the U22 items, thanks for your patience and do know that we've kept up with reading the thread.

<SNIP>

Thank you for your continued feedback on these items! Most of them will be available in the Test Dojo on Lamannia in the next build, though they may not reflect the changes mentioned here yet. We'd encourage you to give them a try, and let us know more of what you think.

Excellent feedback. TY

SealedInSong
05-22-2014, 03:37 PM
Agree, any guard that would be of use in epic elite would be totally overpowered on any other level - in normal you wouldn't even have to hit anything theyd die every time they hit you.

Think they should forget about damage guard effects - some other guard effects could be useful such as stun, haste boost, and similar i.e. things that give the same level of benefit across each of the quest level, which is difficult. But even if you have a guard that does 50-100 points of damage every hit given the hitpoints on epic elite it is still just a drop in the ocean and either the player or the mob will be dead long before the guard has any significant effect.

It would be AWESOME if you could get a workable stun guard or action boost guard!

+1

Wizza
05-22-2014, 03:38 PM
snip

Any plan on adding a new Epic Treasure Map for a +2 loot to treasure chests? Would keep the interest of E3BC high for the rest of its life.

viktorserak
05-22-2014, 04:38 PM
Yes, some of the ML15 Storm Horns items had +8 to stats. Generally speaking, that was the only effect on the item, meaning the stat could be a bit higher than normal for the level. The items presented here all have more than just a bonus to an Attribute, and should therefore be close to other items at level. +8 to Attributes and +114 to typed Spell Powers are standard for ML24 Non-Raid Named items. These are not meant to outshine items of higher MLs, and not meant to outshine ML24 Raid loot. If an item presented here seems underpowered compared to other Non-Raid Named or Random loot of the same minimum level or lower, please let us know with specific item examples (and screenshots of said items, if possible!).

One such example we've gotten is that the Dodge on the Barnacled Buckler is too low compared to lootgen items of the same level, and we're planning on raising that.


The Greatclub (mazzler or something) is terribly undepowered compared to these weapons:

http://ddowiki.com/page/Item:Drow_Maul_of_the_Weapon_Master - any variation is superior to the greatclub due to the critical range and critical multiplier this maul has. ML is 3 levels lower.

http://ddowiki.com/page/Item:Stout_Oak_Walking_Stick - superior in critical multiplier, DR breaking, Minimum level, attack speed, the fact that it is a simple weapon and the fact it has 2 ench trees that boost staves as weapon types significantly. ML 20 (4 level lower) and VERY easy to get. (P.S. Not to be mistaken - this staff is better then Mazzler even if I am not playing an acrobat or Henshin mystic)

http://ddowiki.com/page/Item:Shining_Devastation - superior in critical range, critical multiplier, base dice damage (if I can get +2w from any source, which is quite easy, I am pretty much even to the new club if that gets +2 as well - any more +w, even just +0,5 gives shining devastation clear edge) and its minimum level 14. That is 10 levels below min lvl of the new greatclub.

Also, NONE of these weapons has aligment restirction or punishes non chaotic users with neg level, unlike the new greatclub.

Also, these are just non-raid bludgedoning THF weapons. If we start with slashing non raid THF weapons, this list will be MUCH bigger. Considering that Slashing is the superior choice overall, the new greatclub should give some incentive to use blud. weapons in the first place.

viktorserak
05-22-2014, 04:49 PM
The Greatclub (mazzler or something) is terribly undepowered compared to these weapons:

http://ddowiki.com/page/Item:Drow_Maul_of_the_Weapon_Master - any variation is superior to the greatclub due to the critical range and critical multiplier this maul has. ML is 3 levels lower.

http://ddowiki.com/page/Item:Stout_Oak_Walking_Stick - superior in critical multiplier, DR breaking, Minimum level, attack speed, the fact that it is a simple weapon and the fact it has 2 ench trees that boost staves as weapon types significantly. ML 20 (4 level lower) and VERY easy to get. (P.S. Not to be mistaken - this staff is better then Mazzler even if I am not playing an acrobat or Henshin mystic)

http://ddowiki.com/page/Item:Shining_Devastation - superior in critical range, critical multiplier, base dice damage (if I can get +2w from any source, which is quite easy, I am pretty much even to the new club if that gets +2 as well - any more +w, even just +0,5 gives shining devastation clear edge) and its minimum level 14. That is 10 levels below min lvl of the new greatclub.

Also, NONE of these weapons has aligment restirction or punishes non chaotic users with neg level, unlike the new greatclub.

Also, these are just non-raid bludgedoning THF weapons. If we start with slashing non raid THF weapons, this list will be MUCH bigger. Considering that Slashing is the superior choice overall, the new greatclub should give some incentive to use blud. weapons in the first place.


Least but not last, it is important to add that the new greatclub has 2 damage procs that are both situational only - Chaos and bonebreaking. Which makes it niche weapon except for the fact that there is nothing in this game that this club kills better and faster then the weapons liste above which are all pretty much generalist weapons.

FuzzyDuck81
05-23-2014, 02:22 AM
The Greatclub (mazzler or something) is terribly undepowered compared to these weapons:

*snip*

Also, these are just non-raid bludgedoning THF weapons. If we start with slashing non raid THF weapons, this list will be MUCH bigger. Considering that Slashing is the superior choice overall, the new greatclub should give some incentive to use blud. weapons in the first place.

Well summed up :) If they want to make it a desirable & competitive weapon, it basically needs to be something more like +7, 2.5[w] 19-20/x3 base damage, bludgeon/piercing, fracturing, bonesplitter, felling the oak & maybe a new effect, "splintering" that does, say, 2d6 piercing damage on a hit plus an extra 20d6 piercing in an AoE on a vorpal strike & red augment slot.. essentially make it a direct upgrade of the bonesplitter greatclub. Also, make the graphic look like a shattered piece stump of main-mast & roughly the size of the greatclub of the scrag :D

patang01
05-23-2014, 05:33 AM
Acid was considered useless for artys before corruption of nature came out too. The only real downside of sonic and light is that they don't synergise with energy burst.

Provided the rune arm itself provides the spell power and ideally spell lore in the relevant damage type, artys can certainly make use of them. Making the save against will (rather than the reflex save on electric based and fort based on acid) would help a lot too. A sonic runearm that fired like toven's does, had sonic spellpower and lore, and ran off a will save would work extremely well for artys, who don't really have much that gives them effective runearm AoE on EE difficulties. Even a fort save would still be ok for EE if Turbine felt that a will based save was too strong for an AoE sonic blast.

Acid was never worthless, but it falls behind in power and quickly. You don't need corruption of nature persay, but some way to boost spell power - and there's only the corruption of nature and the cannith challenge boots for that (unless you slot spell power in a red augment slot). I think the biggest issue against all type of niche rune arms is that they either have AOE and therefore is useless in EE and any single shot rune arm gets useless since the DPS is significally lower (especially since it's so easily save)
I mean it's so bad I even see skellies that shouldn't have any evasion what so ever save against AOE rune arms like Toven's. And nothing has been done about it since Arti's first came out - but they keep releasing rune arms no one will use.

FlaviusMaximus
05-23-2014, 06:49 AM
Also, make the graphic look like a shattered piece stump of main-mast & roughly the size of the greatclub of the scrag :D

That's how I want greatclubs to look too. Huge and sort of homemade. No joke.

Since greatclubs can potentially be pretty huge, I always thought it would make sense to give them extra glancing blow damage. Doing so would also help make up for the bad crit profile. Not sure why they are only 1d10 either.

Synthetic
05-23-2014, 07:04 AM
Any chance you could make the gloves +8 randomized stat? Most of the time you want healing amp but you don't always need strength. I think it would keep people farming for them and may make the - its not +10 strength - crowd happy as they could get a secondary stat.

Jumpnshoot
05-23-2014, 10:23 AM
We had quite a bit of feedback regarding the Rune Arm being underpowered compared to the Glass Cannon and Corruption of Nature. Our new plan is as follows:
Electrical Storm, Max Charge Tier V, Imbue: Electric VI, Rune Arm Charge Rate +25%, Magnetism +114, Inherent Elemental Resistance 10, Lightning Lore VII, Spell Lore VIII, Blue Augment Slot

Since the last revision, it's dropped the Potency and gained Lightning Lore and a new effect that lets it charge 25% faster than other Rune Arms. This stacks with the Artificer enhancements that do the same.
Also worth noting: The imbue is Electric VI, not V.


I appreciate the changes to the rune arm, but it's not going to get me to move away from using a corruption of nature or lucid dreams/archaic device. Heck, I would still use an un-upgraded Toven's over this. The spellpower and lore is nice, but a caster arty will be wearing blue armor, making some of it redundant. If I was a lit spec arty, I'd also be wearing the bracers of wind for the lit lore, making most of the stuff on it redundant.

I like the idea of +25% charge rate, but with a more difficult aim compared to the homing shots and reflex save, a +25% alacrity to 0 dmg, is still 0 dmg. The highest DCs I've seen for a caster specced arty -- the only arty build with possibly a high enough DC -- is in the mid to high 50s. Decent, but not good enough to consistently do damage in EE content. As this arm is one of the few level 24+ arms, that's not going to appeal to an EE player. For the rest of us ranged and juggy build artys, our DCs aren't anywhere close to being usable in EH content, let alone EE. FYI, my arty's int is at 54, which, while not maxed, is still reasonably high for an arty.

As to damage calculation, a single saved shot pretty much cancels out and then some any imbue advantage. Assuming imbue VI is 2-24 dmg vs 2-20 for imbue V or 2-16 for IV, we have at most a +4 expected dmg per shot. For a doubleshot arty, we'll call it 3.5 shots so an expected 14 extra dmg per xbow fire. On my corruption, I avg probably 300-400 (likely higher avg with crits) per homing bolt. We'll use 200 dmg per rune arm bolt to be on the low end. That means, each saved shot is equal to losing 600 dmg (200x3 we'll say one wasn't saved), which would require approx 150 xbow shots to make up. That's not going to happen.

I'll echo what many have said, if all of this was changed from lit to sonic dmg (I can't think of a single arm that does sonic) and a will or fort save, this would be a definite contender for moving away from the acid/force rune arms. Also, if you're looking to buff bards or give a bard/arty combo some viability, sonic dmg is really the way to go for them for the synergy with perform.

Singular
05-23-2014, 10:50 AM
Acid was considered useless for artys before corruption of nature came out too. The only real downside of sonic and light is that they don't synergise with energy burst.

Provided the rune arm itself provides the spell power and ideally spell lore in the relevant damage type, artys can certainly make use of them. Making the save against will (rather than the reflex save on electric based and fort based on acid) would help a lot too. A sonic runearm that fired like toven's does, had sonic spellpower and lore, and ran off a will save would work extremely well for artys, who don't really have much that gives them effective runearm AoE on EE difficulties. Even a fort save would still be ok for EE if Turbine felt that a will based save was too strong for an AoE sonic blast.

Well said. I always max perform on my arties, so my primal scream hits for quite a bit. If I had a sonic rune arm with the above stats, that worked of wil, it would be great.

Alternatively, a sonic blast rune arm could have a stun effect with it, with the trade off being the lack of synergy and perhaps less damage overall - similar to how sonic spells are handled.

patang01
05-23-2014, 01:05 PM
I appreciate the changes to the rune arm, but it's not going to get me to move away from using a corruption of nature or lucid dreams/archaic device. Heck, I would still use an un-upgraded Toven's over this. The spellpower and lore is nice, but a caster arty will be wearing blue armor, making some of it redundant. If I was a lit spec arty, I'd also be wearing the bracers of wind for the lit lore, making most of the stuff on it redundant.

I like the idea of +25% charge rate, but with a more difficult aim compared to the homing shots and reflex save, a +25% alacrity to 0 dmg, is still 0 dmg. The highest DCs I've seen for a caster specced arty -- the only arty build with possibly a high enough DC -- is in the mid to high 50s. Decent, but not good enough to consistently do damage in EE content. As this arm is one of the few level 24+ arms, that's not going to appeal to an EE player. For the rest of us ranged and juggy build artys, our DCs aren't anywhere close to being usable in EH content, let alone EE. FYI, my arty's int is at 54, which, while not maxed, is still reasonably high for an arty.

As to damage calculation, a single saved shot pretty much cancels out and then some any imbue advantage. Assuming imbue VI is 2-24 dmg vs 2-20 for imbue V or 2-16 for IV, we have at most a +4 expected dmg per shot. For a doubleshot arty, we'll call it 3.5 shots so an expected 14 extra dmg per xbow fire. On my corruption, I avg probably 300-400 (likely higher avg with crits) per homing bolt. We'll use 200 dmg per rune arm bolt to be on the low end. That means, each saved shot is equal to losing 600 dmg (200x3 we'll say one wasn't saved), which would require approx 150 xbow shots to make up. That's not going to happen.

I'll echo what many have said, if all of this was changed from lit to sonic dmg (I can't think of a single arm that does sonic) and a will or fort save, this would be a definite contender for moving away from the acid/force rune arms. Also, if you're looking to buff bards or give a bard/arty combo some viability, sonic dmg is really the way to go for them for the synergy with perform.

Don't forget Iron Beads - another item with both spell power and lore going as high as 120 at ML 25. Or the helmet out of Web of Chaos - another lighting and lore based item (adds void too, but that's beside the point). Sure - this allows a player to put something else in a necklace slot, but it's still AOE based and that just kills it. The real dowside to most AOE rune arm is that besides this and Toven's they are single shot. And single shot rune arms do significantly less DPS even if not saved than say force or acid based. Even if it's hard to boost the spell power on both.

Now give me a rune arm based on the cannons on the stormcleaver - one of the pirate ships in the wilderness area. Those AOEs are like a gargantuan sized version of Toven's.

Arcanegrin
05-23-2014, 01:57 PM
The items presented here all have more than just a bonus to an Attribute, and should therefore be close to other items at level. ... +114 to typed Spell Powers are standard for ML24 Non-Raid Named items. These are not meant to outshine items of higher MLs, and not meant to outshine ML24 Raid loot. If an item presented here seems underpowered compared to other Non-Raid Named or Random loot of the same minimum level or lower, please let us know with specific item examples (and screenshots of said items, if possible!).

One such example we've gotten is that the Dodge on the Barnacled Buckler is too low compared to lootgen items of the same level, and we're planning on raising that.

Spell power items on named loot needs to be better then random lootgen available at level. Otherwise as soon as you level up from 24, and your damage is based on spell power you will need to change to something different.

Loot gen at level 24 is 114 spell power. Masterful craftsmanship items at level 24 have +120 spell power.

This means at level 24 the item should have +120 spell power minimum. After all how can Named Items not be at least the equal of Masterful Craftsmanship items?

---

Saying its standard practice doesn't make it right. This is why many spell casters are walking around with 2 scepters instead of any named items. Extremely easy to get (20k on AH) and it has better spell power then the named items.

G_Lich
05-24-2014, 04:39 AM
Thank you for looking for feedback, the +25% speed is interesting but if it's still the balls, useless other than to caster-artis. If we're sticking with lightning, I'm not even looking at thing twice unless it's something other than Lightning Storm (5 balls of slow moving garbage, that everything everywhere saves out of). Please make it a scaling blue bolt (like the Draconic Breath) and you will have people using it just because it looks cool, fires in a straight line, and (while probably could be saved against still) will do some serious damage to those things the arti is already kiting with IPS.

That or sonic, but then you'd have to rename it to something less dumb...
http://lolebrity.net/wordpress/wp-content/uploads/2011/01/Saint-Bill-Murray-by-NC-Winters.jpg

kmoustakas
05-24-2014, 05:49 AM
Electrical storm is bad and you should feel bad :(

Electrical lash hasn't a high level version. It's not even powerful, it's only cool.

slarden
05-24-2014, 07:23 AM
Thank you. I would love to see superior parrying and even a sovereign version of that. I would also like to see healing amplification on items and or augments.

LightBear
05-24-2014, 07:34 AM
Thank you for looking for feedback, the +25% speed is interesting but if it's still the balls, useless other than to caster-artis. If we're sticking with lightning, I'm not even looking at thing twice unless it's something other than Lightning Storm (5 balls of slow moving garbage, that everything everywhere saves out of). Please make it a scaling blue bolt (like the Draconic Breath) and you will have people using it just because it looks cool, fires in a straight line, and (while probably could be saved against still) will do some serious damage to those things the arti is already kiting with IPS.

That or sonic, but then you'd have to rename it to something less dumb...


Hahaha, Bill Murray... that's a good one.

I guess you're talking about Saint Mur’ay's Fire, the new rune arm.

The electrical storm might actually be very nice, now I haven't seen one in action but if each charge means one bolt of lightning from the Lightning storm then 5[5d10] is nothing to be sniffed at.
If it actually is Call Lightning Storm then this is even better, the fast animation of the runearm and fast recharging of it will mean a permanent storm.
It has both magnetism and potency combined with Greater Arcane Lore.
I'm running an arti right now and I seriously think this might replace my Lucid Dreams as I've a hard time to slot anything that gives more oomph to Electricity damage and most (if not all) my damage spells are electricity based.

dunklezhan
05-24-2014, 02:32 PM
Another vote for a sonic rune-arm, ideally a shortish range sonic blast cone with a stun or slow DC on it, or what would be really cool would be a spread of bolts that fan out (i.e. unguided, straight line), and if they hit a mob do sonic damage plus proc a soundburst around them (that soundburst doing the usual low damage but chance to stun) - either way this runearm would be best used against a group of mobs charging towards you.

You could call it 'The Deck Gun' - I can imagine it being mounted on an airship and being used to blast enemy sky pirates as they swing across to your deck.

Oxarhamar
05-24-2014, 10:30 PM
Another vote for a sonic rune-arm, ideally a shortish range sonic blast cone with a stun or slow DC on it, or what would be really cool would be a spread of bolts that fan out (i.e. unguided, straight line), and if they hit a mob do sonic damage plus proc a soundburst around them (that soundburst doing the usual low damage but chance to stun) - either way this runearm would be best used against a group of mobs charging towards you.

You could call it 'The Deck Gun' - I can imagine it being mounted on an airship and being used to blast enemy sky pirates as they swing across to your deck.

This^^

Marupal
05-25-2014, 02:40 PM
The new loot looks interesting. Some interesting affixes on things. Some of it applies to builds I'm not into (yet), but still looks interesting.

Also glad to see a bit of loot fall under the BTA side again. :)


Pirate Hat
Helm
+8 CHA, +3 Insightful CHA, True Seeing, Heavy Fort (via blue slot augment), Colorless Augment Slot

Interesting affix combo. Looking forward to grabbing this on a couple of characters.

Cannoneer’s Goggles
Goggles
Wizardry IX, Impulse 114, 5% SP Discount to Spells, Green Augment Slot - slotted with +8 DEX

Not op, but useful. If the item is going to remain ML24, any possibility of having the slot randomly filled with different stats?

Cursed Blade of Jack Jibbers
Clickable Item
Animate Ally on self for two minutes, one charge per rest. (Can be used while dead). Exclusive. Runs a blade through your chest.

Hilarious! Must-have.

Iron Mitts (may rename)
Gloves
Strength +8, Healing Amp 30%, Vitality +40, Resistance +7, Colorless Augment Slot

Not uber, but nice.

Broken Music Box
Trinket
Blue Slot, Yellow Slot, Colorless Slot. When all slots are filled, gains Cacophonic Guard

While running through the ETRs and the gear shuffling as you re-level, this will make a good temporary fill-in. The cacophonic guard is amusing, but others have already mentioned the drawbacks to depending on guards in epic content.

Orcish Privateer’s Boots
Boots
Speed X, Feat: Freedom of Movement, Sovereign Fire Resistance, Fire Absorbtion 30%, Clear Augment Slot (Preslotted - Intimidate +15)

Really like these!

Drowned Priest’s Torch
Scepter
+7 Enhancement Bonus, Combustion 114, Insightful Faith, Yellow Augment Slot (preslotted: Underwater Action), Red Augment Slot (preslotted: Devotion 114) (Insightful Faith: +2 Insight Bonus to turn level, +2 Insight to maximum hit dice, +4 Insight to total hit dice)
stretch goal: insightful faith into red augment, slotted; devotion 114 as a base mutation

Sounds good. Also like the sound of an Insightful Faith augment. Interesting


Saint Mur’ay's Fire
Rune Arm
Electrical Storm, Max Charge Tier V, Imbue: Electric VI, Potency +76, Magnetism +114, Inherent Elemental Resistance, Greater Arcane Lore, Blue Augment Slot

New rune arms are always welcome. Like others have said tho, how about some that are sonic/crowd control related?

Ruby of the Ocean’s Waves
Ruby Augment
Crushing Wave augment

More named augments, excellent. Is this a red augment or a ruby augment with scaling damage?

Sapphire of the Ocean’s Depths
Sapphire Augment
Crushing Wave Guard Augment

Is there any chance of reducing the ML on this to something like 16 to get a little use out of it before heading into the epic pummel?

Eternal Anthem
Topaz Augment
Anthem Augment

Win.

Purkilius
05-26-2014, 12:59 PM
Any chance you could make the gloves +8 randomized stat? Most of the time you want healing amp but you don't always need strength. I think it would keep people farming for them and may make the - its not +10 strength - crowd happy as they could get a secondary stat.

not a bad idea...

Havader
05-27-2014, 05:34 AM
Well I tried out some of the new loot, and while it is not all in the finished stages yet here are my thoughts. Pirate Hat-All in all I would have to say a good piece of loot, maybe could have improved deception on it as it just feels like it would fit the pirate theme. Cursed Blade of Jack Jibber's- I think everyone has to love this one, a definite hit, nothing I saw that even made me want to tweak it at all. Jack even gave me a hand in Epic Prove Your Worth, Precious Cargo, and Epic Storm the Beaches, blessed be Jack's name ;). Iron Mitts-Good upgrade for PDK, would replace resistance 7 with superior parrying (really like that idea-getting pretty much impossible to slot it otherwise) just to make it great, or make the resistance 7 a green slot (eh some would find it more versatile) and plenty of people would use it and be happy at endgame. Mutineer's Blade-actually took it for a swing though I wasn't in a swashbuckler build, really like the weapon but I want to say it wouldn't hurt to add sunburst/greater sunburst damage wise with the fact that it isn't bypassing any undead dr. The version I was using didn't have the dex +8 and I think that is for the best as if it matters to your build you will have it on items other than your weapon. Saint Mur’ay's Fire-I used it and found it alright, would still rather use Toven's though. Maybe could add Thunderstruck or Cloudburst to it as a weapon imbue that would bring in some sonic flavor for the bard arti's and just to make it more competitive with Toven's. Anyway those were the items that I tried out and the thoughts I had.

patang01
05-27-2014, 08:46 AM
Hahaha, Bill Murray... that's a good one.

I guess you're talking about Saint Mur’ay's Fire, the new rune arm.

The electrical storm might actually be very nice, now I haven't seen one in action but if each charge means one bolt of lightning from the Lightning storm then 5[5d10] is nothing to be sniffed at.
If it actually is Call Lightning Storm then this is even better, the fast animation of the runearm and fast recharging of it will mean a permanent storm.
It has both magnetism and potency combined with Greater Arcane Lore.
I'm running an arti right now and I seriously think this might replace my Lucid Dreams as I've a hard time to slot anything that gives more oomph to Electricity damage and most (if not all) my damage spells are electricity based.

Iron beads. 120 spell power and lore. Can't beat it; electric rune arms have a terrific easy time finding matching items. Not so much with Acid and Force - where you can find the spell power but not the lore. It's nice to have it on a rune arm, like a one and done type deal. The problem is still the Arti's terrible ability to break saves. And making AOE based rune arms make that abysmally so. That's why all force and acid based ones are the gold standard.

Irongutz2000
05-27-2014, 07:27 PM
Hahaha, Bill Murray... that's a good one.

I guess you're talking about Saint Mur’ay's Fire, the new rune arm.

The electrical storm might actually be very nice, now I haven't seen one in action but if each charge means one bolt of lightning from the Lightning storm then 5[5d10] is nothing to be sniffed at.
If it actually is Call Lightning Storm then this is even better, the fast animation of the runearm and fast recharging of it will mean a permanent storm.
It has both magnetism and potency combined with Greater Arcane Lore.
I'm running an arti right now and I seriously think this might replace my Lucid Dreams as I've a hard time to slot anything that gives more oomph to Electricity damage and most (if not all) my damage spells are electricity based.

That's not even close to how it works, it fires like tovens hammer, 5 balls that have evasion saves for 0 damage. I would love to see them change the shot on this to a single target other wise it maybe very disappointing to an artie who uses his rune arm 99.9% of the time for dps.

Wizza
05-28-2014, 05:10 AM
Too much brainstorming Devs. Stop, please! It's overwhelming!

/sarcasm

I guess we will see the updated loot in Round 4 and the only thing that will be changed is the Rune arm, as Steelstar stated.

viktorserak
05-28-2014, 03:43 PM
Too much brainstorming Devs. Stop, please! It's overwhelming!

/sarcasm

I guess we will see the updated loot in Round 4 and the only thing that will be changed is the Rune arm, as Steelstar stated.

Sadly, you are propably right. I check this thread once per day on work days and I feel like I am checking it way more then Devs :-D / :-(

G_Lich
05-28-2014, 06:32 PM
Runearms are the only reason to play arti now is since BF took the self repair over. Bf rog wins in most cases, even with repeaters. Arti has been my favorite class for a long time, partly because of flavor, but there are definitely more powerful things out there. If this RA goes in as-is, I'm bored with my current collection so I'll be playing other classes for a very long time i think. I would really prefer a level 28 option in the end though, nearly ALL other builds are able to gear up with 28 gear because of thunderforged, and artis are left outside to rust... with only the repeater arm inside enjoying the party.

Because dcs cant be fixed, i would say a cc runearm would also be pointless... PLEASE change the shot type. SO BORING for those who have seen tovens fail hard.

This combined with assassin dcs being subpar, and bards gwtting coup, i think the only trappers out there soon will be even more splashes. Maybe thats how it should be.

Oxarhamar
05-29-2014, 03:11 AM
Runearms are the only reason to play arti now is since BF took the self repair over. Bf rog wins in most cases, even with repeaters. Arti has been my favorite class for a long time, partly because of flavor, but there are definitely more powerful things out there. If this RA goes in as-is, I'm bored with my current collection so I'll be playing other classes for a very long time i think. I would really prefer a level 28 option in the end though, nearly ALL other builds are able to gear up with 28 gear because of thunderforged, and artis are left outside to rust... with only the repeater arm inside enjoying the party.

Because dcs cant be fixed, i would say a cc runearm would also be pointless... PLEASE change the shot type. SO BORING for those who have seen tovens fail hard.

This combined with assassin dcs being subpar, and bards gwtting coup, i think the only trappers out there soon will be even more splashes. Maybe thats how it should be.

Rune arm DC do need to be looked at but, really they need to disconnect from the whole int+arti level nonsence it makes arms completely useless for any kind of spash not that they are not already useless to fire in most cases.

Aelonwy
05-29-2014, 09:39 AM
I know they have alot on their plate at this moment but the lack of interaction is dispiriting. (Absolutely nothing on Lammania forums from devs since the 22nd, so exactly a week.) Also that the changes so far have been so minimal. I thought the point of getting the early builds to Lammania was so that we could give them feedback and changes would have time to be made. Maybe the next build...?

Seikojin
05-29-2014, 10:48 AM
I know they have alot on their plate at this moment but the lack of interaction is dispiriting. (Absolutely nothing on Lammania forums from devs since the 22nd, so exactly a week.) Also that the changes so far have been so minimal. I thought the point of getting the early builds to Lammania was so that we could give them feedback and changes would have time to be made. Maybe the next build...?

After the first round, these forums got quiet from them until the Thursday/Friday/Saturday timeframe. Mainly because they are busting rear to get the changes verified and workable enough for us to give feedback on. There is a lot going into U22. And despite what everyone will say; these changes are all synergistic to e3BC, so it all fits and really adds a lot to the game.

With that said, I hope todays push for Lam brings a lot of changes to fit and finish the amenities and ships as well as puts the quests where they want them for solid feedback.

As for runearms, I would like to see 2 things:
1. All craftable weapon areas include a runearm (A blank for cannith, upgradables along the various quest lines, GS, Alchemical, and Deathwyrm).
2. A few named's that can be your main arm. Dual RA!

G_Lich
05-29-2014, 12:00 PM
So many good ideas, most are ignored because of time restraints I guess. Do what your players want again and not what you believe is correct based on a thematic ideal... Who knows if you'll even get to that next thing you want to do... design for now, not the future. And stop putting yourselves in a place needing to redesign the past.

DemonStorm333
05-29-2014, 12:07 PM
Too much brainstorming Devs. Stop, please! It's overwhelming!

/sarcasm

I guess we will see the updated loot in Round 4 and the only thing that will be changed is the Rune arm, as Steelstar stated.

im just hoping we get round 4 today and not 2marrow on Friday I work all weekend lol

wmdearmond
05-29-2014, 04:26 PM
I Wounder when they are going to release round 4 its almost 530 EST .

irnimnode
05-29-2014, 04:37 PM
Looking like no update for round 4 till tomorrow??

Nascoe
05-30-2014, 12:52 AM
I know they have alot on their plate at this moment but the lack of interaction is dispiriting. (Absolutely nothing on Lammania forums from devs since the 22nd, so exactly a week.) Also that the changes so far have been so minimal. I thought the point of getting the early builds to Lammania was so that we could give them feedback and changes would have time to be made. Maybe the next build...?

Well, Lamannia was up for last week and through the weekend. Monday being a day off, I expect? Then they must have been collecting experiences, deciding on final changes etc, there wasn't that much scope to get feedback. And we did get something in their U22 preview on twitch, also confirming that the lack of "tavern" affect was not WAI and should be working for the next lam build (up today maybe??).

I guess in this case we might see them making some changes / fixes rather than talking about wanting to make them Soon(TM)

MangLord
05-30-2014, 05:49 AM
My suggestions:
Barnacled Buckler: Make the Corrosive Salt and Vulnerability an offensive proc effect, or effect on a miss, rather than defensive on hit. A Swashbuckler doesn't have a lot of HP to lose. Dump Awareness unless it applies an insight bonus to saves. not just AC. AC is worthless unless you're at 100+. Anything that will boost reflex saves is a good thing.

Kobold Admiral Ship's Wheel: Bump dodge 6% to dodge 8% or better. Nerf axeblock/hammerblock, or get rid of the colorless slot as needed to make up the difference. Both of these bucklers depend on Swashbuckler being awesome. If it's lackluster, I won't be able to give these items away. If Swashbuckler is good and fun, these can be highly desirable shields.

Pirate Hat: Looks pretty good.

Cannoneer's Goggles: Looks good. Boosting Impulse only continues to encourage shiradi casters. This seems tailor made for volume casting. I guess it's a bandaid, but you may want to encourage casters to actually think of a caster destiny as viable. Just saying.

Cursed Blade of Jack Jibbers: Interesting and potentially fun. I have to see this in practice first to make a real assessment. If I'm reanimated at 100hp, I might get in one swing before becoming a stone again.

Iron Mitts: I'd rather keep the +2 CON and same healing amp off my PDK gauntlets. I like to keep my saves as high as possible, so +7 doesn't encourage me to use these. Maybe +45 False Life instead of +40 Vitality, and I can slot my +20 Vitality gem in the colorless slot and it might be interesting enough to trade my PDK gauntlets for.

Broken Music Box: When compared to a Shamanic Fetish, I don't see this being very enticing.

Orcish Privateer's Boots: Blinding Speed feat kinda supersedes the speed effect for me. The fire mitigation is great for Thunder Peak, but I have to think about what I give up on my normal boot slot. Fire damage is easily mitigated with scrolls, potions and such. It looks good at first, but I'm unlikely to sacrifice a gear slot for something highly situational.

Mizzen Mast Splinter: Have you made a character that uses Great Clubs? Me either. I don't know what Felling The Oak or Taint of Chaos are, but Cleaver seems like a better option with a lower min level. If this were specialized for either constructs or undead, this might become interesting. No one is going to use this as a general purpose weapon as it seems to be designed.

Mutineer's Blade: I'd farm for this on a rogue or swashbuckler. The DEX bonus needs to be replaced with a weapon effect of some sort. It's totally wasteful. I'd be happy with flametouched iron, flaming blast or flaming burst, which are worth far less than +8 DEX, but far more useful.

Coffin Nail: I have never once used a throwing dart. Until swashbuckler throwing weapons stuff comes out, i can't really comment on effectiveness. It looks alright, assuming there will be feats/bonuses to back it up later.

Drowned Priest's Torch: Unless you're playing a dedicated support healer, which are increasingly scarce in the game, I see this as vendor trash. Every healer I've ever played draws aggro for no reason, so I want something I can fight with, not just heal. Does Turn Undead work in end game?

Devourer's Reaping: Awesome offhand weapon, except that all my TWF builds take advantage of Improved Crit Piercing feat. Get rid of a slot or hemorraging and add piercing damage to work with Imp Crit feats and you have a great weapon for rogues.

Saint Mur'ay's Fire: A rune arm with electrical damage. Great. More easy to beat reflex saves and enemy evasion. If its as effective as my lvl 24 Glass Cannon, I can be assured that 95% of my tier 5 shots will be evaded with a 50ish INT score. Rune Arm DCs need some work for epic level saves. Heroic saves aren't too great either, for that matter.

Ruby of Ocean Waves: This is something I'd hunt down, or just forget about if I can only get it on EE.

Sapphire of Ocean's Depths: If I have one blue or green slot, I'll opt for a PRR sapphire. If i have an extra blue slot, I guess this is better than extra Protection or Natural Armor.

Eternal Anthem: This depends wholly on Swashbuckler tree. If it turns out awesome, this can be a 6 figure AH sale. If it's weak, this is vendor trash you can't give away.

Steelstar
05-30-2014, 06:08 AM
As mentioned in Tuesday's U22 Preview stream (https://www.youtube.com/watch?v=aAj0mWSxpLc#t=2439), we have a few more changes to the U22 items coming down the line. In addition to the Rune Arm changes outlined in the last post, the following have received changes (in italics):

Cannoneer’s Goggles
Goggles
Wizardry IX, Impulse 114, 10% SP Discount to Spells, Green Augment Slot - slotted with +8 DEX

Barnacled Buckler
Buckler
+7 Enhancement Bonus, Sheltering +12, Riposte VIII, Inherent Elemental Resistance, Corrosive Salt Guard, Vulnerability Guard, Purple Augment Slot
(Vulnerability Guard - Chance on being missed to do AOE 3 Stacks of Vulnerability)

Kobold Admiral’s Ship Wheel
Buckler
+7 Enhancement Bonus, Dodge 10%, Guardbreaking, Axeblock VII, Hammerblock VII, Green Augment Slot, Colorless Augment Slot (Preslotted: Balance)

Mizzen-Mast Splinter
Greatclub
+7 Enhancement Bonus, 3[w], Impact, Fracturing, Improved Destruction, Felling the Oak, Screaming VI, Anarchic VII, Red Augment Slot
(Is 19-20 crit range and 4[w] due to Impact)

Purkilius
05-30-2014, 06:12 AM
So many good ideas, most are ignored because of time restraints I guess. Do what your players want again and not what you believe is correct based on a thematic ideal... Who knows if you'll even get to that next thing you want to do... design for now, not the future. And stop putting yourselves in a place needing to redesign the past.

Well said^^

Nascoe
05-30-2014, 06:33 AM
As mentioned in Tuesday's U22 Preview stream (https://www.youtube.com/watch?v=aAj0mWSxpLc#t=2439), we have a few more changes to the U22 items coming down the line. In addition to the Rune Arm changes outlined in the last post, the following have received changes (in italics):

Cannoneer’s Goggles
Goggles
Wizardry IX, Impulse 114, 10% SP Discount to Spells, Green Augment Slot - slotted with +8 DEX

Barnacled Buckler
Buckler
+7 Enhancement Bonus, Sheltering +12, Riposte VIII, Inherent Elemental Resistance, Corrosive Salt Guard, Vulnerability Guard, Purple Augment Slot
(Vulnerability Guard - Chance on being missed to do AOE 3 Stacks of Vulnerability)

Kobold Admiral’s Ship Wheel
Buckler
+7 Enhancement Bonus, Dodge 10%, Guardbreaking, Axeblock VII, Hammerblock VII, Green Augment Slot, Colorless Augment Slot (Preslotted: Balance)

Mizzen-Mast Splinter
Greatclub
+7 Enhancement Bonus, 3[w], Impact, Fracturing, Improved Destruction, Felling the Oak, Screaming VI, Anarchic VII, Red Augment Slot
(Is 19-20 crit range and 4[w] due to Impact)

I might be mistaken, but that seems to be a good way to change these items. The 10% SP discount is getting good now, the Barnacled Buckler going for damage when missed (this works nice with stacked dodge, blur, evading and parrying things on the swashbuckler), the dodge 10% on the Wheel being even more than most dared ask for and Balance fits it nicely too (does the Guardbreaking allow you to go for a Coup de Grace on a dazed mob?).

Still not sure the Club will be a great weapon, but I can see you guys are really trying to give it something to go for it with the Impact added and Screaming added.

cru121
05-30-2014, 06:56 AM
Mizzen-Mast Splinter
Greatclub
+7 Enhancement Bonus, 3[w], Impact, Fracturing, Improved Destruction, Felling the Oak, Screaming VI, Anarchic VII, Red Augment Slot
(Is 19-20 crit range and 4[w] due to Impact)
BtA marut beater. Yay!?

Purkilius
05-30-2014, 07:02 AM
As mentioned in Tuesday's U22 Preview stream (https://www.youtube.com/watch?v=aAj0mWSxpLc#t=2439), we have a few more changes to the U22 items coming down the line. In addition to the Rune Arm changes outlined in the last post, the following have received changes (in italics):

Cannoneer’s Goggles
Goggles
Wizardry IX, Impulse 114, 10% SP Discount to Spells, Green Augment Slot - slotted with +8 DEX

Barnacled Buckler
Buckler
+7 Enhancement Bonus, Sheltering +12, Riposte VIII, Inherent Elemental Resistance, Corrosive Salt Guard, Vulnerability Guard, Purple Augment Slot
(Vulnerability Guard - Chance on being missed to do AOE 3 Stacks of Vulnerability)

Kobold Admiral’s Ship Wheel
Buckler
+7 Enhancement Bonus, Dodge 10%, Guardbreaking, Axeblock VII, Hammerblock VII, Green Augment Slot, Colorless Augment Slot (Preslotted: Balance)

Mizzen-Mast Splinter
Greatclub
+7 Enhancement Bonus, 3[w], Impact, Fracturing, Improved Destruction, Felling the Oak, Screaming VI, Anarchic VII, Red Augment Slot
(Is 19-20 crit range and 4[w] due to Impact)

These changes are good I can even see my caster using the googles at level 28 :)

Nibor
05-30-2014, 08:31 AM
Cannoneer’s Goggles
Goggles
Wizardry IX, Impulse 114, 10% SP Discount to Spells, Green Augment Slot - slotted with +8 DEX


SP Discount - type? I assume Enhancement, but make sure it's spelled out on the item description.

Caprice
05-30-2014, 08:37 AM
*Really nice changes*
I am very happy with the changes to the shields. I do not like the Corrosive Salt Guard effect itself but with everything else the Barnacled Buckler has now it should be a very attractive shield for Swashbucklers to use. Thank you to all the devs for listening and making these changes!

CaptainSpacePony
05-30-2014, 09:21 AM
As mentioned in Tuesday's U22 Preview stream (https://www.youtube.com/watch?v=aAj0mWSxpLc#t=2439), we have a few more changes to the U22 items coming down the line. In addition to the Rune Arm changes outlined in the last post, the following have received changes (in italics):

Cannoneer’s Goggles
Goggles
Wizardry IX, Impulse 114, 10% SP Discount to Spells, Green Augment Slot - slotted with +8 DEX

Barnacled Buckler
Buckler
+7 Enhancement Bonus, Sheltering +12, Riposte VIII, Inherent Elemental Resistance, Corrosive Salt Guard, Vulnerability Guard, Purple Augment Slot
(Vulnerability Guard - Chance on being missed to do AOE 3 Stacks of Vulnerability)

Kobold Admiral’s Ship Wheel
Buckler
+7 Enhancement Bonus, Dodge 10%, Guardbreaking, Axeblock VII, Hammerblock VII, Green Augment Slot, Colorless Augment Slot (Preslotted: Balance)

Mizzen-Mast Splinter
Greatclub
+7 Enhancement Bonus, 3[w], Impact, Fracturing, Improved Destruction, Felling the Oak, Screaming VI, Anarchic VII, Red Augment Slot
(Is 19-20 crit range and 4[w] due to Impact)

I'm CaptainSpacePony and I approve these changes.

Andoris
05-30-2014, 09:45 AM
As mentioned in Tuesday's U22 Preview stream (https://www.youtube.com/watch?v=aAj0mWSxpLc#t=2439), we have a few more changes to the U22 items coming down the line. In addition to the Rune Arm changes outlined in the last post, the following have received changes (in italics):

Cannoneer’s Goggles
Goggles
Wizardry IX, Impulse 114, 10% SP Discount to Spells, Green Augment Slot - slotted with +8 DEX

Barnacled Buckler
Buckler
+7 Enhancement Bonus, Sheltering +12, Riposte VIII, Inherent Elemental Resistance, Corrosive Salt Guard, Vulnerability Guard, Purple Augment Slot
(Vulnerability Guard - Chance on being missed to do AOE 3 Stacks of Vulnerability)

Kobold Admiral’s Ship Wheel
Buckler
+7 Enhancement Bonus, Dodge 10%, Guardbreaking, Axeblock VII, Hammerblock VII, Green Augment Slot, Colorless Augment Slot (Preslotted: Balance)

Mizzen-Mast Splinter
Greatclub
+7 Enhancement Bonus, 3[w], Impact, Fracturing, Improved Destruction, Felling the Oak, Screaming VI, Anarchic VII, Red Augment Slot
(Is 19-20 crit range and 4[w] due to Impact)


Now you just need to change Cacophonic Guard on the Broken Music box to Soundproof (http://ddowiki.com/page/Soundproof) and we are all set :)

Scrabbler
05-30-2014, 09:54 AM
[/B]Mizzen-Mast Splinter
Greatclub
+7 Enhancement Bonus, 3[w], Impact, Fracturing, Improved Destruction, Felling the Oak, Screaming VI, Anarchic VII, Red Augment Slot
(Is 19-20 crit range and 4[w] due to Impact)
I might be wrong, but I still see that Mizzen Greatclub as a pretty poor weapon, despite 19-20 crit. There is no on-crit damage or higher multiplier to make scoring a crit more powerful. Many melee guys of this level use abilities like Adrenalin to get crits more frequently, so it's pretty important for them to have an on-crit damage feature. (Obviously, stuff like Thunderforged actually goes overboard in that regard)


Ya know, if people wanted a two-handed 19-20/x2 item they could just use a Greatsword, which has the added benefit of actually going to 17-20/x2 when you add a crit feat. But people hardly use Greatsword really, preferring Falchion or Greataxe instead...


An obvious way to attempt improving Mizzen Greatclub would be to make it "a Maul in disguise", which would mean changing the base crit to 20/x3. People uncommonly use Mauls either, but they at least consider it.


An alternative (and more amusing) way to improve the item would be to include a +10% or +15% swing speed bonus. That's equivalent to the Quarterstaff speed bonus available in tier 1 Rogue Acrobat, which is the key to building a character who uses a two-handed bludgeon weapon. Allowing other builds to try swinging with that improved speed would be an entertaining possibility, at least.

HatsuharuZ
05-30-2014, 11:00 AM
As mentioned in Tuesday's U22 Preview stream (https://www.youtube.com/watch?v=aAj0mWSxpLc#t=2439), we have a few more changes to the U22 items coming down the line. In addition to the Rune Arm changes outlined in the last post, the following have received changes (in italics):

Cannoneer’s Goggles
Goggles
Wizardry IX, Impulse 114, 10% SP Discount to Spells, Green Augment Slot - slotted with +8 DEX

Barnacled Buckler
Buckler
+7 Enhancement Bonus, Sheltering +12, Riposte VIII, Inherent Elemental Resistance, Corrosive Salt Guard, Vulnerability Guard, Purple Augment Slot
(Vulnerability Guard - Chance on being missed to do AOE 3 Stacks of Vulnerability)

Kobold Admiral’s Ship Wheel
Buckler
+7 Enhancement Bonus, Dodge 10%, Guardbreaking, Axeblock VII, Hammerblock VII, Green Augment Slot, Colorless Augment Slot (Preslotted: Balance)

Mizzen-Mast Splinter
Greatclub
+7 Enhancement Bonus, 3[w], Impact, Fracturing, Improved Destruction, Felling the Oak, Screaming VI, Anarchic VII, Red Augment Slot
(Is 19-20 crit range and 4[w] due to Impact)

The bucklers are much better now, and the goggles are worth farming for, imo. The only other 10% spell cost discounts are on a staff, a named armor, and on a set bonus. The goggles will be popular for that reason, I think.

Not sure about the greatclub. It looks good, but mathematically I don't know how it stacks against other named weapons available at the same level.

Seikojin
05-30-2014, 11:25 AM
As mentioned in Tuesday's U22 Preview stream (https://www.youtube.com/watch?v=aAj0mWSxpLc#t=2439), we have a few more changes to the U22 items coming down the line. In addition to the Rune Arm changes outlined in the last post, the following have received changes (in italics):

Cannoneer’s Goggles
Goggles
Wizardry IX, Impulse 114, 10% SP Discount to Spells, Green Augment Slot - slotted with +8 DEX

Barnacled Buckler
Buckler
+7 Enhancement Bonus, Sheltering +12, Riposte VIII, Inherent Elemental Resistance, Corrosive Salt Guard, Vulnerability Guard, Purple Augment Slot
(Vulnerability Guard - Chance on being missed to do AOE 3 Stacks of Vulnerability)

Kobold Admiral’s Ship Wheel
Buckler
+7 Enhancement Bonus, Dodge 10%, Guardbreaking, Axeblock VII, Hammerblock VII, Green Augment Slot, Colorless Augment Slot (Preslotted: Balance)

Mizzen-Mast Splinter
Greatclub
+7 Enhancement Bonus, 3[w], Impact, Fracturing, Improved Destruction, Felling the Oak, Screaming VI, Anarchic VII, Red Augment Slot
(Is 19-20 crit range and 4[w] due to Impact)

Love the changes. Now who can I pester to have them change Stalwart defender and Defender of Syberys stances to include all shields while single weapon fighting?

UurlockYgmeov
05-30-2014, 11:33 AM
As mentioned in Tuesday's U22 Preview stream (https://www.youtube.com/watch?v=aAj0mWSxpLc#t=2439), we have a few more changes to the U22 items coming down the line. In addition to the Rune Arm changes outlined in the last post, the following have received changes (in italics):

Cannoneer’s Goggles
Goggles
Wizardry IX, Impulse 114, 10% SP Discount to Spells, Green Augment Slot - slotted with +8 DEX

Barnacled Buckler
Buckler
+7 Enhancement Bonus, Sheltering +12, Riposte VIII, Inherent Elemental Resistance, Corrosive Salt Guard, Vulnerability Guard, Purple Augment Slot
(Vulnerability Guard - Chance on being missed to do AOE 3 Stacks of Vulnerability)

Kobold Admiral’s Ship Wheel
Buckler
+7 Enhancement Bonus, Dodge 10%, Guardbreaking, Axeblock VII, Hammerblock VII, Green Augment Slot, Colorless Augment Slot (Preslotted: Balance)

Mizzen-Mast Splinter
Greatclub
+7 Enhancement Bonus, 3[w], Impact, Fracturing, Improved Destruction, Felling the Oak, Screaming VI, Anarchic VII, Red Augment Slot
(Is 19-20 crit range and 4[w] due to Impact)

albeit not everyone will agree - but THIS is proof that the changes to communication are working.

Am pleased to see these changes! Keep up the communication!

Argh! Shiver me timbers and toss the trash over the gunwale and raise the mizzenmast me mateys!

G_Lich
05-30-2014, 11:50 AM
The barnacled looks pretty good. I'll have to check out the runearm in its current state before coming back.

bbqzor
05-30-2014, 11:55 AM
Cannoneer’s Goggles
Goggles
Wizardry IX, Impulse 114, 10% SP Discount to Spells, Green Augment Slot - slotted with +8 DEX
Given how difficulty/costly it is to get 10% off now, this is impressively good. I think folks undervalued the 5%; at 10% its a very good item.


Barnacled Buckler
Buckler
+7 Enhancement Bonus, Sheltering +12, Riposte VIII, Inherent Elemental Resistance, Corrosive Salt Guard, Vulnerability Guard, Purple Augment Slot
(Vulnerability Guard - Chance on being missed to do AOE 3 Stacks of Vulnerability)
Step in the right direction. The PRR is still less than a same level aug would give making it sub-par, and with riposte/corrosive on hit and vulnerability on miss the item has a bit of a split personality. But the fact that it now has prr at all, and riposte as well, means its actually useful beyond what is essentially cosmetic guard stuff. Good change, honestly still feel like it could use more (ie make the prr the same as the 24 aug at 14 instead of 12, this is the "worse than lootgen" thing again).


Kobold Admiral’s Ship Wheel
Buckler
+7 Enhancement Bonus, Dodge 10%, Guardbreaking, Axeblock VII, Hammerblock VII, Green Augment Slot, Colorless Augment Slot (Preslotted: Balance)
Again step in the right direction. As mentioned before, lack of spearblock for use against arrows (and as bucklers are actually used vs piercing weapons) is troubling, and dodge has the potential to cap out. But at 10% it could cover your "dodge item" necessity, and guardbreaking is quite nice for a swash. Its a decent item, but I think in the end its going to be situational at best. Its at least moved into the "actual named loot you might want" category, but I think it could use a little more yet. What about adding Natural Armor or something? (its a wooden ship wheel, made me think of barkskin, which bards dont otherwise get normally). Having some +AC to help out against straight melee situations (which is what this item does, with all defenses and offenses pertaining to either attacking via melee or being attacked by melee) would be nice. Doing like +7 Natural Armor parallels an aug at this level and gives it something else to help out that swashs may not "auto" have. Also opens the option to use the green for deflection, kind of turning into an "ac swap" for when youre going toe to toe. One idea which seems pretty workable anyhow.


Mizzen-Mast Splinter
Greatclub
+7 Enhancement Bonus, 3[w], Impact, Fracturing, Improved Destruction, Felling the Oak, Screaming VI, Anarchic VII, Red Augment Slot
(Is 19-20 crit range and 4[w] due to Impact)
Well, it gained 1W and went up to 13d4. So its barely better than lootgen now (which usually stops about 2.5W and 12d4, barring crazy rolls). Its still a greatclub, and it still has situational damage with anarchic/fracturing, so its still meh. But at least it also has a 4W code and felling the oak, giving it some kind of unique factor so people may want to use it. Honestly? I think this thing is still going to sit in backpacks at best. You might see people running around town with it for the graphic, or if youre lucky someone swapping it in against a non-chaotic skeletal orange named who can still be tripped... but uh... ya probably not. Oh well, they cant all be winners, and as a greatclub it was going uphill to start with. At least its above loot gen now, so for anyone who wants it, its at least some kind of an option. Probably the best situation possible without turning into something ridiculous.

Thanks for the continued updates. Things are actually moving along in the right direction, which is a bit shocking. While they cant all be "must haves", its starting to turn into a situation where there is a point (of some kind) for everything. That is a far better state than ddo loot typically reaches, so credit where due assuming it goes live as such. Please dont miss upping the prr on the buckler to level-appropriate, and please consider natural armor on the other buckler to give it a way to stand out in a role (or some other tweak). They are almost there, and as Ive said before, those are two items that must be right since they essentially have PRE options riding on them. Cheers.

bbqzor
05-30-2014, 12:00 PM
Now you just need to change Cacophonic Guard on the Broken Music box to Soundproof (http://ddowiki.com/page/Soundproof) and we are all set :)

And yes. This. Thats actually appealing. Id add both effects honestly (guard at 2 augs, proof at 3), trinket slot has a ton of competition and theyre both situational effects. But Soundproof is not only thematically appropriate, its an underused mod thats otherwise essentially just rotting away in your database, that actually does make a great swap ... like on a trinket. And the idea that a broken music box means soundproof... so obvious, and so useful, rescuing one of the last "bad" items. This guy wins a cookie.

HungarianRhapsody
05-30-2014, 12:21 PM
Cursed Blade of Jack Jibbers[/COLOR]
Clickable Item
Animate Ally on self for two minutes, one charge per rest. (Can be used while dead). Exclusive. Runs a blade through your chest.

I don't like it. No sir, I don't like it one bit.

Infiltraitor
05-30-2014, 12:24 PM
As mentioned in Tuesday's U22 Preview stream (https://www.youtube.com/watch?v=aAj0mWSxpLc#t=2439), we have a few more changes to the U22 items coming down the line. In addition to the Rune Arm changes outlined in the last post, the following have received changes (in italics):

Cannoneer’s Goggles
Goggles
Wizardry IX, Impulse 114, 10% SP Discount to Spells, Green Augment Slot - slotted with +8 DEX

Barnacled Buckler
Buckler
+7 Enhancement Bonus, Sheltering +12, Riposte VIII, Inherent Elemental Resistance, Corrosive Salt Guard, Vulnerability Guard, Purple Augment Slot
(Vulnerability Guard - Chance on being missed to do AOE 3 Stacks of Vulnerability)

Kobold Admiral’s Ship Wheel
Buckler
+7 Enhancement Bonus, Dodge 10%, Guardbreaking, Axeblock VII, Hammerblock VII, Green Augment Slot, Colorless Augment Slot (Preslotted: Balance)

Mizzen-Mast Splinter
Greatclub
+7 Enhancement Bonus, 3[w], Impact, Fracturing, Improved Destruction, Felling the Oak, Screaming VI, Anarchic VII, Red Augment Slot
(Is 19-20 crit range and 4[w] due to Impact)

Much better. Good job.

viktorserak
05-30-2014, 04:27 PM
As mentioned in Tuesday's U22 Preview stream (https://www.youtube.com/watch?v=aAj0mWSxpLc#t=2439), we have a few more changes to the U22 items coming down the line. In addition to the Rune Arm changes outlined in the last post, the following have received changes (in italics):

Cannoneer’s Goggles
Goggles
Wizardry IX, Impulse 114, 10% SP Discount to Spells, Green Augment Slot - slotted with +8 DEX

Barnacled Buckler
Buckler
+7 Enhancement Bonus, Sheltering +12, Riposte VIII, Inherent Elemental Resistance, Corrosive Salt Guard, Vulnerability Guard, Purple Augment Slot
(Vulnerability Guard - Chance on being missed to do AOE 3 Stacks of Vulnerability)

Kobold Admiral’s Ship Wheel
Buckler
+7 Enhancement Bonus, Dodge 10%, Guardbreaking, Axeblock VII, Hammerblock VII, Green Augment Slot, Colorless Augment Slot (Preslotted: Balance)

Mizzen-Mast Splinter
Greatclub
+7 Enhancement Bonus, 3[w], Impact, Fracturing, Improved Destruction, Felling the Oak, Screaming VI, Anarchic VII, Red Augment Slot
(Is 19-20 crit range and 4[w] due to Impact)


Hello Steelstar!

Once again, checking the loot, rating 1 - 5 (1 being a great choice, 5 being trash that will never see any use):

Googles:
Seems great. Absolutely as strong as I think they should be. And unique.
Rating: 1
What to add: Nothing. Maybe randomizing the stat augument would be nice, but that rly just for the fun.

Barnacled Buckler:
Seems much better. Sadly, in current epic game, any guard effect on hit is pretty much useless waste of space. Let me show you our perspective as a players: We have Greensteel. Greensteel is level 11 - 13. It has these same guard effects. When these trigger in heroic levels against an enemy, even in Shavarath, we clearly see the HPs of said enemy going down. Sometimes, it even kills them. When THE EXACT SAME guard effect procs in epic game on item with double the min level, we dont see enemy HPs going down. Because the enemy has 10 times as many HP. The solution is simple: either make MUCH higher rate of procing, or multiply the damage. Several times.
Guarding effects were nice 2 or 3 years ago for heroic, when 20 was capp. Today, Capp is 28, epic creatures has 10 time the HP of heroic ones and we are still getting the same guards....
The vulnerability guard on miss is great call and shield is much better overall.
Rating: 1,5
What to add: get rid of guards and put almost anything else in there and the item is golden.


Ship wheel:
Incredible gain here. While still obviously weaker then Barnacled (or, ofc, Cove Buckler) is much better then it used to be. Guardbreaking is fun. and strong. and usefull.
Rating: 2
What to add: Nothing. The shield is cool as it is. I can clearly see where are you going with this and while its not supergreat, it is very usefull and makes perfect sense.

The mazzler (Greatclub):

First a question: the 19-20 crit range is AFTER the impact applies or BEFORE that? If after, please ignore all that will be written next and just mark this weapon as very weak and pretty much vendor-trash, that is propably not above decent random loot maul of the same level. Since they are both martial weapons, comparing it to maul is completely aproppriate.

Assuming after /and thus, with the impact, the Mazzler has 17 - 20 crit range and imp crit feat does not improves it any further/ the weapon is much better (no taint for instance), but it still mostly flavor thing. The anarchic damage is very situational and well... without it the mazzler gets pretty weak. assuming it does not break any important DR (who cares these days about that one epic marut)... it still need boost. But you definitely did a step in the right direction! And I want to thank you for it.
Rating: 3,5
Wat to add: Add one of these to make it interesting item (but just one): 1. Give it 10% faster attack speed over other Greatclubs. This speed stacks with all. 2. Give it MASSIVE base dice. Be sure to balance it, sine its 4w weapon. 3. Give it maul critical multiplier instead of Greatclub critical multiplier. Any of these will make the weapon much better.


Thank you for posting and listening to us devs.

last thing:

Any chance of making the Drowned torch a heavy mace? Would go a long way for morning lords... and if you would stack some fiery dmg onto it.... heaven.

viktorserak
05-30-2014, 04:39 PM
Last thing:

Music box is not rly great either. Either changing some slots to more valued ones OR changing cacophonic guard to soundproof (the one from epic robe of dissonance) as suggested by someone above would make it sought after item.

droid327
05-30-2014, 07:13 PM
I'm actually curious, not just critical...

Whats the point of Guardbreaking on the buckler? Ostensibly its designed for SWF Swashbucklers, and they get so much doublestrike/attack speed that any daze likely would be removed by another hit before you could even realize it'd been applied. Other than as an interrupt, what good is that?

MangLord
05-30-2014, 08:02 PM
Great updates to the items, and thanks for listening. I like 95% of the changes, but I just see the greatclub as almost unsaveable. I wouldn't mind the flavor aspects, like the chaos damage and felling the oak, if the impact effect worked with improved critical feats. Usually I just disregard keen/impact items because they don't work with the feats I took. Normally, I find my overall damage with my specific weapons (slashing or piercing weapons almost exclusively) to be good enough to not waste time carrying a weapon to break skeleton bludgeon DR. I would consider building a greatclub specialist if there were some interesting factors in doing so. A knockdown effect similar to great crossbows would go a long way. As it is now, greatclubs are easily the crappiest THF weapons in the game. Lower damage that a greataxe or greatsword and the lowest crit range possible. You're better off mathematically using any other two handed weapon. I think clubs look cool and conceptually work well for a barbarian, but the disadvantages for using one is a huge turn off.

As a possible replacement, let me suggest something that people might get excited about:

Shivering Timber - Quarterstaff ML 24
3.5(2d6) 17-20x2 bludgeoning, magic, ghost touch
+7 enhancement bonus, Darkwood, Ghostly, Pandemonium, Force Burst, Corrosive Salt Guard, red augment slot, orange augment slot.
"A staff hewn from a plank recovered from a ghost ship, this weapon seems to writhe and vibrate in the users' hand with supernatural energy. When put to the ear, the unrelenting crash of ocean waves can be heard along with the steady, plaintive wailing of doomed sailors lost at sea."

I'm also a bit nonplussed with the rune arm, even with the changes. I don't mind the electrical damage, but I'm still very concerned with the fact that it'll be a Reflex DC check, which is easily beaten with the best rune arm DCs my pure Arty can muster. Again, may I offer a change? I'm taking the lvl 24 Glass Cannon and tweaking it into something better.

Strinati's Blunderbuss - Rune Arm ML 24
Grapeshot - Fires a short range cone of projectiles. Enemies within the cone suffer bludgeoning damage. A successful fortitude save takes half damage.
Charge Tier 1: 4-10 + 1-2 per artificer level
Charge Tier 2: 5-15 + 1-4 per artificer level
Charge Tier 3: 6-20 + 1-6 per artificer level
Charge Tier 4: 7-25 + 1-8 per artificer level
Charge Tier 5: 8-30 + 1-10 per artificer level

Max Charge Tier V, Impulse +120, Rune Arm Imbue: Bludgeon VIII, Runearm Focus VI, Blunted Ammunition, Fortification -25%, Blue Augment Slot.
"Uncovered in one on Strinati's buried treasure hoards, this rune arm fires a volley of stones, nails and other detritus in a short range cone effect. Devastating at short range, Strinati favored this weapon for boarding parties."

And while I'm on a roll, how about altering the Devourer's Reaping into:

Boarding Hook - Light Pick ML 24
3.5(2d4) 19-20x4 pierce, magic, adamantine
+7 enhancement bonus, adamantine, Anarchic Burst, Destruction, Taint of Chaos, Improved Smiting, Red Augment Slot.
"A seemingly simple, unremarkable tool, this hook has an uncommon ability to punch into a target and hold fast. Its only distinctive feature is the lack of corrosion from decades of heavy use in salty sea battles. Uncommonly destructive to wooden and metal targets, this hook has been passed down through generations of pirates plying the Thunder Sea.

Field Surgeon's Monocle
Goggles ML 24
Devotion +114, Healing Amp +30%, Heal +17, Colorless Augment Slot
"In the hands of a practiced field surgeon, this simple monocle has an uncanny ability to percieve grievous injury and allow the wearer to apply life saving techniques in the midst of battle."

shw1n
05-30-2014, 08:02 PM
Cannoneer’s Goggles
Goggles
Wizardry IX, Impulse 114, 10% SP Discount to Spells, Green Augment Slot - slotted with +8 DEX


still 300sp out of 3000sp

if con op procs 10 times... same thing



Barnacled Buckler
Buckler
+7 Enhancement Bonus, Sheltering +12, Riposte VIII, Inherent Elemental Resistance, Corrosive Salt Guard, Vulnerability Guard, Purple Augment Slot
(Vulnerability Guard - Chance on being missed to do AOE 3 Stacks of Vulnerability)

or better yet, add new game mechanic

triple guard proc chance (6%?) when blocking

makes guards more viable



Kobold Admiral’s Ship Wheel
Buckler
+7 Enhancement Bonus, Dodge 10%, Guardbreaking, Axeblock VII, Hammerblock VII, Green Augment Slot, Colorless Augment Slot (Preslotted: Balance)

i'de farm this for the slotted augment alone, nice nice



Mizzen-Mast Splinter
Greatclub
+7 Enhancement Bonus, 3[w], Impact, Fracturing, Improved Destruction, Felling the Oak, Screaming VI, Anarchic VII, Red Augment Slot
(Is 19-20 crit range and 4[w] due to Impact)

its a big stick

MangLord
05-30-2014, 09:29 PM
Stowaway's Blade -Dagger ML24
3.5(2d6) Pierce, Magic, Good

+7 enhancement bonus, Flametouched Iron, Solar III, Holy Blast, Holy Burst, Weaken Undead, Greater Disruption, Red Augment Slot.

"Used by an agent of the Sovereign Host posing as a stowaway to slay the dreaded pirate Strinati, this dagger was imbued with a powerful sense of righteousness."

or...

Stowaway's Blade - Shortsword ML 24
3.5(1d12) Pierce, Magic

+7 enhancement bonus, Poison V, Epic Paralyzing (DC 40 Will), Acid Burst, Greater Vampirism (1d4 HP on hit), Cursespewing.

"Uncovered as part of an ancient treasure hoard believed to belong to the dreaded pirate Strinati, this rotten, corroded sword oozes noxious fluids and is rumored to be empowered by the blood of its many victims."

Aelonwy
05-31-2014, 11:36 AM
Stowaway's Blade -Dagger ML24
3.5(2d6) Pierce, Magic, Good

+7 enhancement bonus, Flametouched Iron, Solar III, Holy Blast, Holy Burst, Weaken Undead, Greater Disruption, Red Augment Slot.

"Used by an agent of the Sovereign Host posing as a stowaway to slay the dreaded pirate Strinati, this dagger was imbued with a powerful sense of righteousness."

or...

Stowaway's Blade - Shortsword ML 24
3.5(1d12) Pierce, Magic

+7 enhancement bonus, Poison V, Epic Paralyzing (DC 40 Will), Acid Burst, Greater Vampirism (1d4 HP on hit), Cursespewing.

"Uncovered as part of an ancient treasure hoard believed to belong to the dreaded pirate Strinati, this rotten, corroded sword oozes noxious fluids and is rumored to be empowered by the blood of its many victims."

Great updates to the items, and thanks for listening. I like 95% of the changes, but I just see the greatclub as almost unsaveable. I wouldn't mind the flavor aspects, like the chaos damage and felling the oak, if the impact effect worked with improved critical feats. Usually I just disregard keen/impact items because they don't work with the feats I took. Normally, I find my overall damage with my specific weapons (slashing or piercing weapons almost exclusively) to be good enough to not waste time carrying a weapon to break skeleton bludgeon DR. I would consider building a greatclub specialist if there were some interesting factors in doing so. A knockdown effect similar to great crossbows would go a long way. As it is now, greatclubs are easily the crappiest THF weapons in the game. Lower damage that a greataxe or greatsword and the lowest crit range possible. You're better off mathematically using any other two handed weapon. I think clubs look cool and conceptually work well for a barbarian, but the disadvantages for using one is a huge turn off.

As a possible replacement, let me suggest something that people might get excited about:

Shivering Timber - Quarterstaff ML 24
3.5(2d6) 17-20x2 bludgeoning, magic, ghost touch
+7 enhancement bonus, Darkwood, Ghostly, Pandemonium, Force Burst, Corrosive Salt Guard, red augment slot, orange augment slot.
"A staff hewn from a plank recovered from a ghost ship, this weapon seems to writhe and vibrate in the users' hand with supernatural energy. When put to the ear, the unrelenting crash of ocean waves can be heard along with the steady, plaintive wailing of doomed sailors lost at sea."

I'm also a bit nonplussed with the rune arm, even with the changes. I don't mind the electrical damage, but I'm still very concerned with the fact that it'll be a Reflex DC check, which is easily beaten with the best rune arm DCs my pure Arty can muster. Again, may I offer a change? I'm taking the lvl 24 Glass Cannon and tweaking it into something better.

Strinati's Blunderbuss - Rune Arm ML 24
Grapeshot - Fires a short range cone of projectiles. Enemies within the cone suffer bludgeoning damage. A successful fortitude save takes half damage.
Charge Tier 1: 4-10 + 1-2 per artificer level
Charge Tier 2: 5-15 + 1-4 per artificer level
Charge Tier 3: 6-20 + 1-6 per artificer level
Charge Tier 4: 7-25 + 1-8 per artificer level
Charge Tier 5: 8-30 + 1-10 per artificer level

Max Charge Tier V, Impulse +120, Rune Arm Imbue: Bludgeon VIII, Runearm Focus VI, Blunted Ammunition, Fortification -25%, Blue Augment Slot.
"Uncovered in one on Strinati's buried treasure hoards, this rune arm fires a volley of stones, nails and other detritus in a short range cone effect. Devastating at short range, Strinati favored this weapon for boarding parties."

And while I'm on a roll, how about altering the Devourer's Reaping into:

Boarding Hook - Light Pick ML 24
3.5(2d4) 19-20x4 pierce, magic, adamantine
+7 enhancement bonus, adamantine, Anarchic Burst, Destruction, Taint of Chaos, Improved Smiting, Red Augment Slot.
"A seemingly simple, unremarkable tool, this hook has an uncommon ability to punch into a target and hold fast. Its only distinctive feature is the lack of corrosion from decades of heavy use in salty sea battles. Uncommonly destructive to wooden and metal targets, this hook has been passed down through generations of pirates plying the Thunder Sea.

Field Surgeon's Monocle
Goggles ML 24
Devotion +114, Healing Amp +30%, Heal +17, Colorless Augment Slot
"In the hands of a practiced field surgeon, this simple monocle has an uncanny ability to percieve grievous injury and allow the wearer to apply life saving techniques in the midst of battle."

Where have you been?! Why weren't you posting these great ideas on day one? Half the time I wonder why the devs don't hold loot designing competitions or brainstorming with the playerbase months in advance of an update. Its not as if they wouldn't have full veto power on anything crazy we might think up.

For instance, totally hypothetical they could say okay guys we're making Threnal EPIC, yeah yeah yeah in this version Coyle's already dead so don't get your undies in a bunch, but we need approximately 15 items with an outsider/abberation theme, maybe with a little ancient artifact, lost secrets of the ages kind of feel. Ready... Set... Go... Brainstorm!

Why don't they do that? I can't think of anything that would make people want to stick with a game more than if they felt they were part of the collaborative effort of it.

Augon
05-31-2014, 12:17 PM
Shivering Timber - Quarterstaff ML 24
3.5(2d6) 17-20x2 bludgeoning, magic, ghost touch
+7 enhancement bonus, Darkwood, Ghostly, Pandemonium, Force Burst, Corrosive Salt Guard, red augment slot, orange augment slot.
"A staff hewn from a plank recovered from a ghost ship, this weapon seems to writhe and vibrate in the users' hand with supernatural energy. When put to the ear, the unrelenting crash of ocean waves can be heard along with the steady, plaintive wailing of doomed sailors lost at sea." [/i]

I want one!

Augon
05-31-2014, 12:32 PM
[/B]Mizzen-Mast Splinter
Greatclub
+7 Enhancement Bonus, 3[w], Impact, Fracturing, Improved Destruction, Felling the Oak, Screaming VI, Anarchic VII, Red Augment Slot
(Is 19-20 crit range and 4[w] due to Impact)

I have to agree with others, a great club is really hard to get too excited about and Im not sure there is anything that can be done about it without changes game wide.

I love flavor builds, most all of my characters are flavor builds to some degree - but I don't like to pike so no matter how much flavor I put into a build, I still must put some game usefulness in too. In other words, if Im building a melee, he needs to be built so that he can do some damage with his weapons without getting killed before he kills something.

I think the picture of a grizzly Barbarian swinging clubs is a great flavor build, but even if this club was specced to be the best most powerful weapon DDO has ever made, no CLub wielding barb would ever make it to lvl 25 to use it because there are just not many, if any, semi-decent clubs in the game for the barb to level with.

I like the idea of giving great clubs the ability to knock opponents down - that could add some usefulness to the weapon, but still that alone does not address the issue that the great clubs throughout the game are not any good.

Thanks for y'all work on this. I do get the idea that you folks are brainstorming away up there to try to get some stuff we can get excited about - and for that I appreciate it. Keep up the good work!

Augon
05-31-2014, 12:35 PM
in this version Coyle's already dead so don't get your undies in a bunch,

ROFL

I literally laughed out loud on this! YES - that is a requirement for an Epic Threnal

MangLord
05-31-2014, 02:54 PM
Where have you been?! Why weren't you posting these great ideas on day one? Half the time I wonder why the devs don't hold loot designing competitions or brainstorming with the playerbase months in advance of an update. Its not as if they wouldn't have full veto power on anything crazy we might think up.

For instance, totally hypothetical they could say okay guys we're making Threnal EPIC, yeah yeah yeah in this version Coyle's already dead so don't get your undies in a bunch, but we need approximately 15 items with an outsider/abberation theme, maybe with a little ancient artifact, lost secrets of the ages kind of feel. Ready... Set... Go... Brainstorm!

Why don't they do that? I can't think of anything that would make people want to stick with a game more than if they felt they were part of the collaborative effort of it.

Haha. I could do this all day long, coming up with fun weapons and armor. I never felt a need to post ideas, which I assumed would be ignored, until this thread. We as players should have a say in upcoming items, be it through forums, player councils or focus groups. It's especially important to involve us, since we're the ones using the stuff.

How about this for an epic Threnal item:

Coyle's Heart Trinket ML 25
Sheltering +20, Intimidate +20, Incite +30%, Affront to Xoriat (additional +50% incite vs aberrations), Yellow Gem Slot.
"After his untimely demise at the gate to Xoriat, Coyle's body was never recovered, but his treacherous, dessicated heart mysteriously found its way into the hands of adventurers. Albeit a singularly grisly trophy, it retains an essence of Coyle that is not without some merit in the right hands..."

MangLord
05-31-2014, 03:13 PM
How could I have forgotten.....The most annoying feature of 3Barrel.

Paolo's Outrageously Obtrusive Pantaloons - Cloth Armor ML5
Striding XI, Dodge -12%, Incite +100%, Trip +7, Curse of Annoyance (5% chance on hit, the wearer takes 100-600 flame damage), Dimension Door 3x per rest

"Laying in wait for weary adventurers to exit the tavern, ****Deck Paolo is known all across Xen'drik for his seemingly magical ability to get in everyone's way at all times."

It seems the word p o o p is blocked.

G_Lich
05-31-2014, 06:49 PM
How could I have forgotten.....The most annoying feature of 3Barrel.

Paolo's Outrageously Obtrusive Pantaloons - Cloth Armor ML5
Striding XI, Dodge -12%, Incite +100%, Trip +7, Curse of Annoyance (5% chance on hit, the wearer takes 100-600 flame damage), Dimension Door 3x per rest

"Laying in wait for weary adventurers to exit the tavern, ****Deck Paolo is known all across Xen'drik for his seemingly magical ability to get in everyone's way at all times."

It seems the word p o o p is blocked.

Loled. +1 - No one would complain about a ddoor clicky.

viktorserak
06-01-2014, 06:33 AM
I have to agree with others, a great club is really hard to get too excited about and Im not sure there is anything that can be done about it without changes game wide.

I love flavor builds, most all of my characters are flavor builds to some degree - but I don't like to pike so no matter how much flavor I put into a build, I still must put some game usefulness in too. In other words, if Im building a melee, he needs to be built so that he can do some damage with his weapons without getting killed before he kills something.

I think the picture of a grizzly Barbarian swinging clubs is a great flavor build, but even if this club was specced to be the best most powerful weapon DDO has ever made, no CLub wielding barb would ever make it to lvl 25 to use it because there are just not many, if any, semi-decent clubs in the game for the barb to level with.



I aree with this person - greatclubs and mauls to lesser extend are hard to get exited about - maul is weaker great axe with less good named items in the game and greatclub is the worste twohanded weapon in the game, suboptimal when compared to all other.

Basically, going with greatclubs is a choice to -partially- criple oneself. For thet reason only, a relevant epic greatclub should be a little stronger they you would think, to incite interest. Trust me - you cannot make it too powerfull. its still a greatclub.

P.S. To the responder above me: good leveling greatclub is shining devastation, which is a good weapon. mostly because it has almost zero greatclub-like stats....

Derana
06-02-2014, 10:20 AM
Cannoneer’s Goggles
Goggles
Wizardry IX, Impulse 114, 10% SP Discount to Spells, Green Augment Slot - slotted with +8 DEX


These changes are good I can even see my caster using the googles at level 28 :)

Unless you buy a Jeweler's Kit, there's no way to wear these below 28 because a +8 Augment is ML 28... Which makes me wonder why ML28 items like this are created. It's a ML24 area isn't it? Then, the items should be ML24 as well without ML28 augments that increase the level to max while providing ML 24 stats.

Or were the Augment levels sneak decreased? If so, an official announcement is needed here.

If you (Tubine) want to sell Jeweler's Kits so that people can wear these items at level.. that's a lame decision, don't you (Turbine) think?



Barnacled Buckler
Buckler
+7 Enhancement Bonus, Sheltering +12, Riposte VIII, Inherent Elemental Resistance, Corrosive Salt Guard, Vulnerability Guard, Purple Augment Slot
(Vulnerability Guard - Chance on being missed to do AOE 3 Stacks of Vulnerability)

The problem i have with this... Sheltering +12 is too low. The Guardian's ring gives 24 (!!!) prr at ML19 so this shield should probably give equally much, or the usefulness of the prr on this item is 0.

Krelar
06-02-2014, 10:43 AM
Unless you buy a Jeweler's Kit, there's no way to wear these below 28 because a +8 Augment is ML 28...


If you don't care about the DEX 8 augment you can also just slot a lower level augment over the top of it.

viktorserak
06-02-2014, 02:22 PM
If you don't care about the DEX 8 augment you can also just slot a lower level augment over the top of it.

This.

If these augs are min lvl 24 now, then yay.

If not, then unless you want to keep them, you dont need kit, just slot anything else in it.

Preslotted augs are not the problem with this loot.

That said, would be nice to hear if +8 stat augs are now lower level...

cru121
06-02-2014, 02:48 PM
How could I have forgotten.....The most annoying feature of 3Barrel.

Paolo

Oh I hate this guy!
https://www.ddo.com/forums/showthread.php/402069-Survey-Most-annoying-Monster-in-DDO?p=4815977&viewfull=1#post4815977

MangLord
06-03-2014, 03:39 AM
This.

If these augs are min lvl 24 now, then yay.
That said, would be nice to hear if +8 stat augs are now lower level...

/signed. Colorless augments are too weak at level overall. I could care less about them until I hit level 11 and they become a slot for Vitality +20. That's still what I keep on my Shamanic Fetish trinket at level 27.

JOTMON
06-03-2014, 07:35 AM
Unless you buy a Jeweler's Kit, there's no way to wear these below 28 because a +8 Augment is ML 28... Which makes me wonder why ML28 items like this are created. It's a ML24 area isn't it? Then, the items should be ML24 as well without ML28 augments that increase the level to max while providing ML 24 stats.

Or were the Augment levels sneak decreased? If so, an official announcement is needed here.

If you (Tubine) want to sell Jeweler's Kits so that people can wear these items at level.. that's a lame decision, don't you (Turbine) think?



Turbine could have easily bypassed this issue by offering coloured stat augments that are 4 levels lower than the colourless stat augments slot... so a +8 yellow/Blue slot stat augment could be level 24.
This would then open up the possibility of higher augments for higher levels.. like rare Orange/Purple +10 Augments for level 28-30... still useful and viable for the expected long term game cap of Level 30.

CeltEireson
06-03-2014, 10:46 AM
I'm also a bit nonplussed with the rune arm, even with the changes. I don't mind the electrical damage, but I'm still very concerned with the fact that it'll be a Reflex DC check, which is easily beaten with the best rune arm DCs my pure Arty can muster. Again, may I offer a change? I'm taking the lvl 24 Glass Cannon and tweaking it into something better.

Strinati's Blunderbuss - Rune Arm ML 24
Grapeshot - Fires a short range cone of projectiles. Enemies within the cone suffer bludgeoning damage. A successful fortitude save takes half damage.
Charge Tier 1: 4-10 + 1-2 per artificer level
Charge Tier 2: 5-15 + 1-4 per artificer level
Charge Tier 3: 6-20 + 1-6 per artificer level
Charge Tier 4: 7-25 + 1-8 per artificer level
Charge Tier 5: 8-30 + 1-10 per artificer level

Max Charge Tier V, Impulse +120, Rune Arm Imbue: Bludgeon VIII, Runearm Focus VI, Blunted Ammunition, Fortification -25%, Blue Augment Slot.
"Uncovered in one on Strinati's buried treasure hoards, this rune arm fires a volley of stones, nails and other detritus in a short range cone effect. Devastating at short range, Strinati favored this weapon for boarding parties."



Not that I don't approve of the suggestion, but I'd rather than tweaking individual rune arms to make them useful I'd much rather they fix them overall. As in fix the dc's particularly for reflex ones given the number of evasion mobs. Either they remove the save and lower the damage a little to compensate, or they give us additional ways to improve the DCs for those who choose to specialise in runarms - such as allowing equipment to boost their DCs, adding in some bonuses to DCs into the core enhancements of the battler engineer, such as a +1 into the level 18 and +2 added to the capstone.

Its particularly bad for reflex because evasion allows them to totally avoid damage, but any runearm loses a great deal of its power on anything above epic normal simply because mobs save so often.

And sorry for harping on about this, but fixing one runearm doesn't address this.

TekkenDevil
06-03-2014, 01:17 PM
Guard items in Epic levels are absolutely pointless.....

MangLord
06-04-2014, 05:16 AM
Not that I don't approve of the suggestion, but I'd rather than tweaking individual rune arms to make them useful I'd much rather they fix them overall. As in fix the dc's particularly for reflex ones given the number of evasion mobs. Either they remove the save and lower the damage a little to compensate, or they give us additional ways to improve the DCs for those who choose to specialise in runarms - such as allowing equipment to boost their DCs, adding in some bonuses to DCs into the core enhancements of the battler engineer, such as a +1 into the level 18 and +2 added to the capstone.

Its particularly bad for reflex because evasion allows them to totally avoid damage, but any runearm loses a great deal of its power on anything above epic normal simply because mobs save so often.

And sorry for harping on about this, but fixing one runearm doesn't address this.

I absolutely agree with everything you said. However, I can see adding an entirely new Artificer ED and reworking the rune arm coding to be a long, drawn out process that would leave us with at least another year of broken rune arms, while a single good rune arm would at least afford rune arm enthusiasts a quicker, less broken option for the immediate future, and maybe not see EVADE EVADE EVADE EVADE EVADE every time we fire off a volley. I have a level 26 Battle Engineer, so I know how much it needs fixing.

Alternately, they could reign in the runaway train that are enemy saves and that might solve a whole bunch of issues for a variety of classes all at once.

Wizza
06-04-2014, 06:11 AM
Cannoneer’s Goggles
Goggles
Wizardry IX, Impulse 114, 10% SP Discount to Spells, Green Augment Slot - slotted with +8 DEX

Better. No idea why +8 Dex is slotted here honestly.



Barnacled Buckler
Buckler
+7 Enhancement Bonus, Sheltering +12, Riposte VIII, Inherent Elemental Resistance, Corrosive Salt Guard, Vulnerability Guard, Purple Augment Slot
(Vulnerability Guard - Chance on being missed to do AOE 3 Stacks of Vulnerability)

Still noone is going to use this. You have to change how guards work in this game or items like this are going to be trash, always. What you need to do is upgrade the guards with their Epic versions:

- Heroic Corrosive Salt Guard:

2% chance of 5d10+50 Dehydration damage every two seconds for twelve seconds upon hit, irresistible. 6 tics total.
Average total of 465 damage per proc.

- Epic Corrosive Salt Guard:

10% chance of 4k average damage per proc. More chance to proc, more damage.



Kobold Admiral’s Ship Wheel
Buckler
+7 Enhancement Bonus, Dodge 10%, Guardbreaking, Axeblock VII, Hammerblock VII, Green Augment Slot, Colorless Augment Slot (Preslotted: Balance)

Where is Speakblock? The bonus should be higher. And it needs something more. We are talking about the only 2 Swashbucklers for the actual Swashbucklers bards, this is going to be endgame items for them. A doublestrike 10% would be fine IMHO.



Mizzen-Mast Splinter
Greatclub
+7 Enhancement Bonus, 3[w], Impact, Fracturing, Improved Destruction, Felling the Oak, Screaming VI, Anarchic VII, Red Augment Slot
(Is 19-20 crit range and 4[w] due to Impact)

Anarchic..why.

Vellrad
06-04-2014, 06:35 AM
Make guards % based.

For example:

Disintegration guard: 2% on beign hit to decrease HP by 3% of maximum and deal 400 damage afterwards.

Corrosive salt guard: 1% chance on beign hit or missed to decrease HP by 1% of maximum each 3 seconds, and deal 100 damage, 5 ticks.

Or something like that.

Not OP in EH or EE, but at least deals noticable damage to 300k+HP mobs.

cru121
06-04-2014, 06:36 AM
Better. No idea why +8 Dex is slotted here honestly.
hmm, artificer?

Vellrad
06-04-2014, 06:38 AM
hmm, artificer?

People will be able to extract dex +8.
Now we need 5 more stat augments to be lootable.

CeltEireson
06-04-2014, 11:57 AM
People will be able to extract dex +8.
Now we need 5 more stat augments to be lootable.

I'm assuming the item is still min level 24 with the dex +8 augment in it (otherwise it wouldn't make sense) so either they've dropped the augment levels, or there's some code in there that pre-fitted augments can be set at a lower level but there's always the possibility if you take it out the min level of the augment will increase when you next slot it ;)

poltt48
06-05-2014, 12:33 AM
As mentioned in Tuesday's U22 Preview stream (https://www.youtube.com/watch?v=aAj0mWSxpLc#t=2439), we have a few more changes to the U22 items coming down the line. In addition to the Rune Arm changes outlined in the last post, the following have received changes (in italics):

Cannoneer’s Goggles
Goggles
Wizardry IX, Impulse 114, 10% SP Discount to Spells, Green Augment Slot - slotted with +8 DEX- I think this is a really good change.

Barnacled Buckler
Buckler
+7 Enhancement Bonus, Sheltering +12, Riposte VIII, Inherent Elemental Resistance, Corrosive Salt Guard, Vulnerability Guard, Purple Augment Slot - Sheltering of 12 is useless at this level you can augment a 14 at same level.
(Vulnerability Guard - Chance on being missed to do AOE 3 Stacks of Vulnerability)

Kobold Admiral’s Ship Wheel
Buckler
+7 Enhancement Bonus, Dodge 10%, Guardbreaking, Axeblock VII, Hammerblock VII, Green Augment Slot, Colorless Augment Slot (Preslotted: Balance)- like the changes to this

Mizzen-Mast Splinter
Greatclub
+7 Enhancement Bonus, 3[w], Impact, Fracturing, Improved Destruction, Felling the Oak, Screaming VI, Anarchic VII, Red Augment Slot- very nice weapon to bad it a greatclub
(Is 19-20 crit range and 4[w] due to Impact)

Still wish the gloves would get blue slot with the resistance so can change it out with higher resistance on level 28. Other then sheltering 12 being useless at this level like said above very nice changes.

cru121
06-05-2014, 01:17 AM
Mizzen-Mast Splinter
Greatclub
+7 Enhancement Bonus, 3[w], Impact, Fracturing, Improved Destruction, Felling the Oak, Screaming VI, Anarchic VII, Red Augment Slot
(Is 19-20 crit range and 4[w] due to Impact)

Drop Impact and perhaps other effects. Change crits to 20x4. There, people will now at least bother to do the math.

kmoustakas
06-06-2014, 08:34 AM
Drop Impact and perhaps other effects. Change crits to 20x4. There, people will now at least bother to do the math.

If they change it to 20x4 you're gonna have a whole bunch of people, and by a whole bunch of people I mean A WHOLE BUNCH OF PEOPLE throw a second look at this weapon and start doing math. You know, because it'll be the only two-handed weapon with x4 (please correct me if I'm wrong). You could even remove ALL other abilities, make it 20x4 and people would start doing math.

Thumbs up and great suggestion.

Scrabbler
06-06-2014, 08:40 AM
Putting 20/x4 on a Greatclub might make it more attractive than they want. But it'd be safe to at least give it 20/x3 and Elasticity.

Lagin
06-06-2014, 08:52 AM
Guard items in Epic levels are absolutely pointless.....

Yup

MangLord
06-06-2014, 12:35 PM
I think the guard items could be potentially very useful, but they need to be scaled up for epic difficulty.

As an example of the corrosive salt guard, the standard version does...

2% chance of 5d10+50 Dehydration damage every two seconds for twelve seconds upon hit, irresistible. 6 tics total.
Average total of 465 damage per proc.

Applying 465 damage over the course of 12 seconds against a 5000hp mob or a 100000+hp boss actually makes me laugh. That is nothing at all. 465 damage is a fairly weak critical on my ranger clicking a simple Sniper Shot.

Even if an epified version did an average of 465 damage every 2 seconds, that would work out to an average of 2790 damage over 12 seconds. It's decent, but regular mobs are not going to last 12 seconds against a full party, so most of it goes to waste. I'd say the average enemy lasts about 10 seconds if I'm soloing on EH, or about 4-6 seconds each with a competent party contributing AOE spells, melee and ranged all chipping away in a concentrated area.

Let's say you proc against a boss, which is likely the only time you're going to see the full benefit of an epic corrosive salt guard. First of all, you need to have the boss' aggro, which may be tricky for a swashbuckler to deal with (the only character likely to be using the Barnacled Buckler), and they would have to hit you repeatedly to even proc the corrosive salt. Secondly, an average of 2790 damage is not going to help whatsoever against a 100000+hp enemy, and it'll be kinda sad for a 2% proc to bring a single average mob enemy down to half health on a 2% chance. I do that much damage with a single, unslayered adrenaline shot.

I understand that it's a passive effect, but it may as well not be there unless it tics for at least 800 damage every 2 seconds. A 2% chance on hit is going to happen very infrequently on a high dodge build, especially when you factor in the mandatory ghostly/blurry effects for melee survivability. Given that the effect is going to be a pleasant surprise maybe once or twice in a quest, I don't think it'll be OP to "turn it up to 11" for an end game epic shield.

My suggestion would be to make the guard effects epic, or just replace them with something more substantial. If you were to simply take the existing corrosive salt guard and 2[W] it, that would be a lot better, but still nothing to write home about. At heroic levels, a corrosive salt proc will outright slay most any single enemy that's unfortunate enough to trigger it within 2-3 tics, so I think its reasonable to expect an epic version to do the same. It's not like we don't have another 10 enemies to worry about in a mob.

My suggestion:
Epic Corrosive Salt Guard
2% chance of 10d100+500 Dehydration damage every two seconds for twelve seconds upon hit, irresistible. 6 tics total.

or....

2% chance of AOE 10d20+100 Dehydration damage every two seconds for twelve seconds upon hit, irresistible. 6 tics total.

or....

10% chance of 5d10+50 Dehydration damage every two seconds for twelve seconds upon hit, irresistible. 6 tics total.

I'd be happy with the standard Corrosive Salt damage at a higher proc rate. It would basically be a ticking effect similar to a higher level heartseeker/bloodletter/ribcracker, which isn't going to save the day, but it's satisfying enough to get a little extra damage here and there.

If all that is too hard to adjust, coding-wise, I'd rather dump both the guards and get a Sheltering +24.

viktorserak
06-06-2014, 02:27 PM
I think the guard items could be potentially very useful, but they need to be scaled up for epic difficulty.

As an example of the corrosive salt guard, the standard version does...

2% chance of 5d10+50 Dehydration damage every two seconds for twelve seconds upon hit, irresistible. 6 tics total.
Average total of 465 damage per proc.

Applying 465 damage over the course of 12 seconds against a 5000hp mob or a 100000+hp boss actually makes me laugh. That is nothing at all. 465 damage is a fairly weak critical on my ranger clicking a simple Sniper Shot.

Even if an epified version did an average of 465 damage every 2 seconds, that would work out to an average of 2790 damage over 12 seconds. It's decent, but regular mobs are not going to last 12 seconds against a full party, so most of it goes to waste. I'd say the average enemy lasts about 10 seconds if I'm soloing on EH, or about 4-6 seconds each with a competent party contributing AOE spells, melee and ranged all chipping away in a concentrated area.

Let's say you proc against a boss, which is likely the only time you're going to see the full benefit of an epic corrosive salt guard. First of all, you need to have the boss' aggro, which may be tricky for a swashbuckler to deal with (the only character likely to be using the Barnacled Buckler), and they would have to hit you repeatedly to even proc the corrosive salt. Secondly, an average of 2790 damage is not going to help whatsoever against a 100000+hp enemy, and it'll be kinda sad for a 2% proc to bring a single average mob enemy down to half health on a 2% chance. I do that much damage with a single, unslayered adrenaline shot.

I understand that it's a passive effect, but it may as well not be there unless it tics for at least 800 damage every 2 seconds. A 2% chance on hit is going to happen very infrequently on a high dodge build, especially when you factor in the mandatory ghostly/blurry effects for melee survivability. Given that the effect is going to be a pleasant surprise maybe once or twice in a quest, I don't think it'll be OP to "turn it up to 11" for an end game epic shield.

My suggestion would be to make the guard effects epic, or just replace them with something more substantial. If you were to simply take the existing corrosive salt guard and 2[W] it, that would be a lot better, but still nothing to write home about. At heroic levels, a corrosive salt proc will outright slay most any single enemy that's unfortunate enough to trigger it within 2-3 tics, so I think its reasonable to expect an epic version to do the same. It's not like we don't have another 10 enemies to worry about in a mob.

My suggestion:
Epic Corrosive Salt Guard
2% chance of 10d100+500 Dehydration damage every two seconds for twelve seconds upon hit, irresistible. 6 tics total.

or....

2% chance of AOE 10d20+100 Dehydration damage every two seconds for twelve seconds upon hit, irresistible. 6 tics total.

or....

10% chance of 5d10+50 Dehydration damage every two seconds for twelve seconds upon hit, irresistible. 6 tics total.

I'd be happy with the standard Corrosive Salt damage at a higher proc rate. It would basically be a ticking effect similar to a higher level heartseeker/bloodletter/ribcracker, which isn't going to save the day, but it's satisfying enough to get a little extra damage here and there.

If all that is too hard to adjust, coding-wise, I'd rather dump both the guards and get a Sheltering +24.


This is correct.

As I stated previously, we currently have heroic lvl 11 guards on epic levels. Granted lvl 11 is greensteel, but that fact doesnt change anything about the most important fact:

Heroic guards are ABSOLUTELY useless in epic content. Only one who can eventually benefit from them is tradicional SaB tank. Such tanks are:

1. Rare

2. Not going to use buckler.

3. Would still benefit very very very very little from such guard.

Either trash these guards, or epicfy them. Or look on the item on which you plan to add guards and pretend they are not there - and evaluate if the item (shield) is interesting without them. Because quite frankly, they are just cosmetic.

Also, any word on the Mazzler? So far it is still a weak weapon. I can imagine mazzler will look fantastic cosmetic wise and I would like to use it, but right now, it still seems like item no one/absolute minimum of people would be interested in :-/

Last but not least:

Any word on music box? Are you going to give it some better augument slots or change the - absolutely cosmetic and useless - guard effect into something nice? Soundproof from the Red fens robe was mentioned several times...

HungarianRhapsody
06-06-2014, 02:54 PM
Guard items in Epic levels are absolutely pointless.....

That's not true. Sometimes they make cool sounds or graphical effects. I like that part. It's also my favorite part of Merfolks Blessing.

Erofen
06-08-2014, 05:27 PM
Those boots are missing one essential ability as mentioned several times on the forums... featherfall. Whether they add the ability itself, or just a yellow slot for it, it would make this item considerable. PLEASE DEVS MAKE THIS HAPPEN!

IronClan
06-08-2014, 06:51 PM
If they change it to 20x4 you're gonna have a whole bunch of people, and by a whole bunch of people I mean A WHOLE BUNCH OF PEOPLE throw a second look at this weapon and start doing math. You know, because it'll be the only two-handed weapon with x4 (please correct me if I'm wrong). You could even remove ALL other abilities, make it 20x4 and people would start doing math.

Thumbs up and great suggestion.


Putting 20/x4 on a Greatclub might make it more attractive than they want. But it'd be safe to at least give it 20/x3 and Elasticity.

Meh even 20X4 is just an Axe of Adaxus that requires two hands to swing. Wont be useful for SWF and can't have two equipped.

I've given up on 3BC, none of that loot interests me in the slightest, to me this next update is basically just whatever fixes and features show up in the release notes. I even own the pack and unless one of the quests has amazing XP or rewards not known about I don't envision playing it past 1 and done and getting my "free trip to nearest shrine self raise clickie". If I didn't own the pack I most certainly wouldn't buy it based on what I've seen of it.

Schwarzie
06-09-2014, 09:51 AM
Propably already said in the Thread (just came semi back to the game after i heard that a former employee handling this topic is not working for turbine anymore) But why the slavish sticking to a maximum bonus depending on the ML?

The only piece of loot that looks desirable to me is the sword since it has a unique effect. The rest ist, at best, slot consolidation. Why not a ML24 Caster Item that is still good at Cap and not outshone by every random crappiece since its Devotion|Impusle|$whatever is slaved to the Minimum Level. If i go for Named Loot hunting on Level 24 i would only do so i there would be loot thats relevant to my character on cap. Otherwise i simply wouldnt bother. Whats would be the problem with having a awesome ML24 Item that still easyly outshines ML28 Trashloot? Since it has the same of better stats (like for example +10 to a stat instead of the ML24 +8).

I can only hope that all the terrible mistakes of the former turbine employee tasked with reworking the lootsystem get corrected, and this adherence to Minimum Levels of Items is one of them. Most of the time players select an Item as desirable only because of one or two effects on them. The Rest is nice to have. So the point is: Putting MORE effects on the Item doesnt make an item automatically more desirable. Putting BETTER or even unique effects on them makes this. Having more effects is mostly nice as slot consolidation if each is the best you can have. On Maxlevel a Item with +8 to two stats is often worse then a item with +10 to one stat. (genereally speaking, there is always at least ONE char out there that proves me wrong :p )

Cannoneer’s Goggles
Goggles
Wizardry IX, Impulse 114, 10% SP Discount to Spells, Green Augment Slot - slotted with +8 DEX

On Level that is a nice item, unfortunally its just a inbetween level and on lv25+ i can already find Items that give me a Higher Impulse or Wizardry boost and making this thereby next to useless.

Why not giving it something special? Like Impulse 130 or instead of the SP discount a % increase to spellpoints as a unique effect? Both would make the item interesting for a much longer time and would be a nice reward for hunting a named item instead of going to the AH and buyng the level appropriate trash.

Cursed Blade of Jack Jibbers
Clickable Item
Animate Ally on self for two minutes, one charge per rest. (Can be used while dead). Exclusive. Runs a blade through your chest.

This on the other hand: Unique effect. I have no idea what, if any, impact that will have on the game, but it is unique and sounds hillarious and awesome and therefore i want it.

But unfortunally, one interesting Item out of a whole pack wouldnt get me to spend TP on the 3bc.